<<if $debug is 1>>Running Sheet<br><</if>>\n\n<<if $debug is 1 or $cheats_allsheets is 1>>\n\t<<if $menu_active[5] lt 2>>\n\t\t<<set $menu_active[5] to 2>>\n\t<</if>>\n\t<<set $menu_items to 6>>\n<<else>>\n\t<<set $menu_items to 5>>\n\t<<if $menu_active[5] is 3>>\n\t\t<<set $menu_active[0] to 3; $menu_active[5] to 0>>\n\t<<set $actor_prefix to "$hunter_">>\n\t<</if>>\n<</if>>\n\n\n/% $menu_items = 4, 5 if Debug %/\n<<set $menu_link = "Sheet"; $menu_names = ["Details", "Appearance", "Background", "Service", "Rolls", "Variables"]>>\n\n/% Back Button, then Menu Tabs %/\n<<set $menu_special[0] is 1; $menu_type = "tl">><<display Menu>>\n\n\n\n<<if $debug is 1 or $cheats_allsheets is 1>><td>\n\t<span style="font-size: 8pt"><<display Sheet_Who>></span>\n<</if>>\n\n\n/% Details, Never Off, $menu_active[0] %/\n<<if $menu_active[0] is 3>>\n\t<<if $debug is 1>>Sheet calls Sheet_Details<</if>>\n\t<<display Sheet_Details>>\n<</if>>\n\n/% Appearance, Never Off, $menu_active[1] %/\n<<if $menu_active[1] is 3>>\n\t<<if $debug is 1>>Sheet calls Sheet_Appearance<</if>>\n\t<<display Sheet_Appearance>>\n<</if>>\n\n/% Background, Never Off, $menu_active[1] %/\n<<if $menu_active[2] is 3>>\n\t<<if $debug is 1>>Sheet calls Sheet_Background<</if>>\n\t<<display Sheet_Background>>\n<</if>>\n\n/% Service, Never Off, $menu_active[2] %/\n<<if $menu_active[3] is 3>>\n\t<<if $debug is 1>>Sheet calls Sheet_Service<</if>>\n\t<<display Sheet_Service>>\n<</if>>\n\n/% Rolls, Never Off, $menu_active[3] %/\n<<if $menu_active[4] is 3>>\n\t<<if $debug is 1>>Sheet calls Sheet_Rolls<</if>>\n\t<<display Sheet_Rolls>>\n<</if>>\n\n/% Variables, Off by Default, $menu_active[4] %/\n<<if $menu_active[5] is 3>>\n\t<<if $debug is 1>>Sheet calls Sheet_Variables<</if>>\n\t<<display Sheet_Variables>>\n<</if>>
<div style="padding:1%">\n\n<<if $selector_data is "species">>\n\tSelector_Tall:Species\n<<elseif $selector_data is "make">>\n\tSelector_Tall:Make\n<<elseif $selector_data is "model">>\n\tSelector_Tall:Model\n<</if>>\n\n</div>
Quirks Here
<<set $menu_sb_names = ["Sexuality","Skintone","Eye Design","Hair Style","Cybernetics","Tattoos","Piercings","Flavors","Patterns"]>>\n\n<<if $menu_sb_active.length is 0>>\n\t<<set $menu_sb_active = [10,2,2,1,1,1,1,0,0]>>\n<</if>>\n\n/%\tCreator_Sexuality\n\tCreator_Skintone\n\tCreator_Eyes\n\tCreator_Hair\n\tCreator_Tattoos\n\tCreator_Cybernetics\n\tCreator_Piercings\n\tCreator_Flavors*\n\tCreator_Patterns* (Fur/Feathers)\n%/\n\n<<set $menu_type = "sb">><<display Menu_Focus>><<display Menu>>\n\n<div class="sb_left"></div>\n<div class="sb_page">\n\n<<if $menu_sb_active[0] is 3>>\n\t<<display Creator_Sexuality>>\n\n<<elseif $menu_sb_active[1] is 3>>\n\t<<display Creator_Skintone>>\n\n<<elseif $menu_sb_active[2] is 3>>\n\t<<display Creator_Eyes>>\n\n<<elseif $menu_sb_active[3] is 3>>\n\t<<display Creator_Hair>>\n\n<<elseif $menu_sb_active[4] is 3>>\n\t<<display Creator_Cybernetics>>\n\n<<elseif $menu_sb_active[5] is 3>>\n\t<<display Creator_Tattoos>>\n\n<<elseif $menu_sb_active[6] is 3>>\n\t<<display Creator_Piercings>>\n\n<</if>>\n\n</div>
body {\n\tline-height: 1;\n\t}\n\ntable, td, tr, ul, li, span, div {\n\tmargin: 0px; padding: 0px;\n\tborder-style: none; border-collapse: collapse;\n\t}\n\nul {\n\tlist-style-type: none;\n\t}\n\na {\n\tcolor: inherit\n\t}\n\na:hover {\n\tcolor:inherit;\n\ttext-decoration: none;\n\tbackground-color: transparent;\n\t}\n\np {\n\ttext-indent: 50px;\n\tline-height: 1.6;\n\tmargin: 7px;\n\t}\n\nh3 {\n\tmargin: 0px; padding: 0px;\n\t}
table.outline {\n\tborder: 1px; border-style: solid;\n\t}\n\ntd.old {\n\tline-height: 1.6;\n\tvertical-align: top; text-align: left;\n\tpadding: 2px;\n\t}\n\ntable.mun {width: 100%;}\n\ntd.mun {padding-left: 15px; padding-right: 15px;}\n\ntd.smaller {font: 9pt Arial}\n\ntable.invalid {border: 2px; border-style: solid; border-color: red;}\n\ntd.invalid {\n\tpadding-left: 15px; padding-right: 15px;\n\tcolor: red; font: 16pt Impact; letter-spacing: 1px\n\t}\n\ntd.radio {\n\ttext-align: right; vertical-align: top;\n\tpadding-right: 15px; width: 200px\n\t}\ntd.radio_choice {\n\tpadding-bottom: 10px;\n\t}\n\nspan.radio_item {padding-right: 10px}\n\nstrike {color: red}\n\n\n\n\nspan.time {\n\tfont: 9pt Courier New; color: green;\n\tletter-spacing: 1px; font-weight: bold;\n\tborder: 1px solid green;\n\tpadding-left: 3px; padding-right: 2px;\n\t}\n\nspan.time_safe {\n\tfont: 10pt Courier New; color: gold; font-weight: bold;\n\t}\n\nspan.cap {text-transform: capitalize}\n\nspan.replace {font-size: 8pt}\n\nspan.codex {\n\tfont: 9pt Arial; color: gold;\n\tletter-spacing: 1px; font-weight: bold;\n\tborder: 1px solid gold;\n\tpadding-left: 3px; padding-right: 2px;\n\t}\n\n\ntable.proscons {\n\tborder-style: none;\n\tmargin: 0px; padding: 0px;\n\tline-height: 1;\n\t}\n\nli.proscons_h, li.proscons_h {\n\tfont: 11pt Arial; font-weight: bold;\n\tletter-spacing: 2px;\n\tfont-size: 11pt; font-variant: small-caps;\n\tmargin-top: 0px; margin-bottom: 2px;\n\tmargin-left: 0px; margin-right: 0px;\n\t}\n\nul.proscons {\n\tlist-style-type: none; padding: 0px;\n\tmargin-top: 0px; margin-bottom: 2px;\n\tmargin-left: 10px; margin-right: 0px;\n\t}\n\nli.proscons {\n\tfont-size: 10pt; font-variant: small-caps;\n\tmargin-top: 0px; margin-bottom: 2px;\n\tmargin-left: 0px; margin-right: 0px;\n\t}
<<set $tabs_active = [1,2,3,3,3,3]>>\n<<set $tabs_link_top = "Start_Creator">>\n<<set $selector_show = 1>>\n\n<<display Start_Creator>>
<<display Resolving>>
<<display Stylesheet_Selection>>\n\n<<display New_Secret>>\n\n<<if $creator_warning[0] is 1>><table class="invalid"><tr><td class="invalid"><<print $name_message>></td></tr></table>\n<<elseif $creator_warning[0] is 2>><table class="invalid"><tr><td class="invalid">Impersonating a Rogue Hunter is a Global Offense.</td></tr></table>\n<<elseif $creator_warning[0] is 3>><table class="invalid"><tr><td class="invalid">Loading Premade Rogue Hunter...</td></tr></table>\n<</if>>\n\n<<set $creator_warning[0] = 0; $name_message = 0>>\n\n<<if (($hunter_name[0] neq "Mononym") and ($hunter_name[3] neq 0))>><<set $hunter_name_pos = ($hunter_name[3].substring($hunter_name[3].length - 1))>>\n\n<<elseif ($hunter_name[0] is "Mononym") and ($hunter_name[1] neq 0)>><<set $hunter_name_pos = ($hunter_name[1].substring($hunter_name[1].length - 1))>>\n<</if>>\n\n<<if $debug is 1>>First Name Var: <<= $hunter_name[1]>>; Middle Name Var: <<= $hunter_name[2]>>; Last Name Var: <<= $hunter_name[3]>>; Name Layout Var: <<= $hunter_name>>; Name Possessive: <<= $hunter_name_pos>><br><<endif>>\n\n<<if $huntermun is 1>><table class="mun"><tr><td class="mun">\n\n\t<p><b>[[Huntermun]]:</b> That's a good question. What is your Hunter's name?</p>\n\n\t<p>The following choices mainly apply to story and character interactions and has little to no mechanical benefit. Additionally, a Middle Name is never required.</p>\n\n</td></tr></table><</if>>\n\n<<if $hunter_name[0] is 0>>\n<table width="100%"><tr>\n<td class="radio"><<button [[Choose Config|New_Name]]>><</button>></td><td class="menus_header">Choose your Hunter's Name Configuration:</td>\n</tr><tr>\n<td class="radio"><span class="radio_item">First / Last</span><<radiobutton "$hunter_name[0]" "FirstLast">></td>\n<td width="*">Your Hunter's Name is spoken with the First Name preceding the Last Name.</td>\n</tr><tr>\n<td class="radio"><span class="radio_item">Surname / Given</span><<radiobutton "$hunter_name[0]" "SurGiven">></td>\n<td width="*">Your Hunter has a Surname and in polite company, other Hunters known to state it first.</td>\n</tr><tr>\n<td class="radio"><span class="radio_item">Mononym</span><<radiobutton "$hunter_name[0]" "Mononym">></td>\n<td width="*">Not as uncommon as it had become in the last few centuries, your Hunter has only a single name.</td>\n</tr></table>\n\n<<elseif $hunter_name[0] neq 0>><table width="100%"><tr>\n<td class="radio"><<button [[Enter Name|New_Name]]>><</button>></td><td width="*"><b>Choose your Hunter's Name</b> <span class="replace">[[Reset Configuration|New_Name][$hunter_name[0] = 0]]</span></td>\n</tr><tr>\n<td></td>\n<td width="*">\n\n\n\t<<if $hunter_name[0] is "FirstLast">>\n\n\t<b>First Name</b>: <<if $hunter_name[1] is 0>><<textbox "$hunter_name[1]" "" "New" autofocus>><<else>><<print $hunter_name[1]>> <span class="replace">[[Replace|New_Name][$hunter_name[1] = 0]]</span><</if>><br>\n\n\t<b>Middle Initial or Name</b>: <<if $hunter_name[2] is 0>><<textbox "$hunter_name[2]" "" "New">><<else>><<print $hunter_name[2]>> <span class="replace">[[Replace|New_Name][$hunter_name[2] = 0]]</span><</if>><br>\n\n\t<b>Last Name</b>: <<if $hunter_name[3] is 0>><<textbox "$hunter_name[3]" "" "New">><<else>><<print $hunter_name[3]>> <span class="replace">[[Replace|New_Name][$hunter_name[3] = 0]]</span><</if>>\n\n\n\t<<elseif $hunter_name[0] is "SurGiven">>\n\n\t<b>Surname</b>: <<if $hunter_name[3] is 0>><<textbox "$hunter_name[3]" "" "New" autofocus>>><<else>><<print $hunter_name[3]>> <span class="replace">[[Replace|New_Name][$hunter_name[3] = 0]]</span><</if>><br>\n\n\t<b>Middle Initial or Name</b>: <<if $hunter_name[2] is 0>><<textbox "$hunter_name[2]" "" "New">><<else>><<print $hunter_name[2]>> <span class="replace">[[Replace|New_Name][$hunter_name[2] = 0]]</span><</if>><br>\n\n\t<b>Given Name</b>: <<if $hunter_name[1] is 0>><<textbox "$hunter_name[1]" "" "New">><<else>><<print $hunter_name[1]>> <span class="replace">[[Replace|New_Name][$hunter_name[1] = 0]]</span><</if>>\n\n\n\t<<elseif $hunter_name[0] is "Mononym">>\n\n\t<b>Name</b>: <<if $hunter_name[1] is 0>><<textbox "$hunter_name[1]" "" "New" autofocus>><<else>><<print $hunter_name[1]>> <span class="replace">[[Replace|New_Name][$hunter_name[1] = 0]]</span><</if>><br>\n\n<</if>>\n\n</td></tr></table><</if>>\n\n<<if ($hunter_name[0] is "FirstLast") and ($hunter_name[1] neq 0) and ($hunter_name[3] neq 0)>><b>Full Name:</b> <<print $hunter_name[1]>> <<print $hunter_name[3]>><br><<button [[Continue Story|New_FrontDesk]]>><</button>>\n\n<<elseif ($hunter_name[0] is "SurGiven") and ($hunter_name[1] neq 0) and ($hunter_name[3] neq 0)>><b>Full Name:</b> <<print $hunter_name[3]>> <<print $hunter_name[1]>><br><<button [[Continue Story|New_FrontDesk]]>><</button>>\n\n<<elseif ($hunter_name[0] is "Mononym") and ($hunter_name[1] neq 0)>><b>Name:</b> <<print $hunter_name[1]>><br><<button [[Continue Story|New_FrontDesk]]>><</button>>\n<</if>>
Creator_Sexuality
<<if $options[0] is 1 and $x is 0>>\n\t<<if $debug[2] is 1>><span class="debug green">\n\t\tMenus_Selector_Sizes: <<= $selector_names.length>>, <<= $selector_names>>\n\t</span><br><</if>>\n\n\t<<set $y = [($selector_names.length / 3),0,0,0,0,0,0]>>\n/%\t$y[0]\tSelector Names divided by 3\n\t$y[1]\tNumber of sets of 3\n\t$y[2]\tNumber of sets of 2\n\t$y[3]\tNumber of sets, total, 1 & 2\n\t$y[4]\tSelector Names, Rouded Down\n\t$y[5]\tSelector Names, Rounded Up\n\t$y[6]\tSelector Names, Roounded Normally\n%/\n\n\t<<if $debug[2] is 1>><span class="debug green">\n\t\tBefore Math Runs: X|<<= $x>>; Y|<<= $y>>\n\t</span><br><</if>>\n\t<<set $y[4] = Math.floor($y[0])>>\n\t<<set $y[5] = Math.ceil($y[0])>>\n\t<<set $y[6] = Math.round($y[0])>>\n\n\t<<if $debug[2] is 1>><span class="debug green">\n\t\tBefore Selection Runs: X|<<= $x>>; Y|<<= $y>>\n\t</span><br><</if>>\n\n\t<<if $y[4] is $y[5]>>\n\t\t/% Evenly Devisible by 3 %/\n\t\t<<if $debug[2] is 1>><span class="debug green">\n\t\t\tFloor(Y4|<<= $y[4]>>) is Ceiling(Y5|<<= $y[5]>>) is Rounded (<<= $y[6]>>)\n\t\t</span><br><</if>>\n\t\t<<set $y[1] = $y[0]>>\n\n\t<<elseif $y[4] is $y[6]>>\n\t\t/% Equal to Rounded Down means One Third or 1 over Whole $y %/\n\t\t<<if $debug[2] is 1>><span class="debug green">\n\t\t\tFloor(Y4|<<= $y[4]>>) is Force Rounded Down(Y6|<<= $y[6]>>)\n\t\t</span><br><</if>>\n\t\t<<set $y[1] = ($y[4] - 1); $y[2] = 2>>\n\n\t<<elseif $y[5] is $y[6]>>\n\t\t/% Equal to Rounded Up means Two Thirds or 1 under Whole $y %/\n\t\t\t<<if $debug[2] is 1>><span class="debug green">\n\t\t\tCeiling(Y5|<<= $y[5]>>) is Force Rounded Up(Y6|<<= $y[6]>>)\n\t\t</span><br><</if>>\n\t\t<<set $y[1] = $y[4]; $y[2] = 1>>\n\n\t<<else>>\n\t\t<<if $debug[2] is 1>><span class="debug green">\n\t\t\tNo Selection Created: X|<<= $x>>; Y|<<= $y>>\n\t\t</span><br><</if>>\n\n\t<</if>>\n\t<<set $y[3] = ($y[1] + $y[2])>>\n<</if>>\n\n<<if $x lt $y[3]>>\n\t<<if $debug[2] is 1>><span class="debug green">\n\t\tX|<<= $x>> Y|<<= $y>>; \n\t</span><</if>>\n\n\t<<if $y[1] gt 0>>\n\t\t<<if $x is 0>>\n\t\t\t<<set $selector_sizes = ["30%","30%","30%"]>>\n\t\t<<else>>\n\t\t\t<<set $selector_sizes.push("30%","30%","30%")>>\n\t\t<</if>>\n\t<<if $debug[2] is 1>><span class="debug green">\n\t\t<<if $x is 0>>Starting<<else>>Adding<</if>>: 3x 30%\n\t<br></span><</if>>\n\t\t<<set $y[1]-->>\n\n\t<<elseif $y[2] gt 0>>\n\t\t<<if $x is 0>>\n\t\t\t<<set $selector_sizes = ["47%","47%"]>>\n\t\t<<else>>\n\t\t\t<<set $selector_sizes.push("47%","47%")>>\n\t\t<</if>>\n\t<<if $debug[2] is 1>><span class="debug green">\n\t\t<<if $x is 0>>Starting<<else>>Adding<</if>>: 2x 47%\n\t<br></span><</if>>\n\t\t<<set $y[2]-->>\n\n\t<</if>>\n\n\t<<set $x++>>\n\t<<if $debug[2] is 1>><span class="debug green">\n\t\tSizes|<<= $selector_sizes>> Next X:<<= $x>>\n\t</span><br><</if>>\n\t<<display Menus_Selector_Sizes>>\n<</if>>
<<if $actor_attribute.contains("Enviromental")>>\n\t<<set $actor_specialty[0] = ($actor_specialty[0] + 1)>>\n\t<<set $actor_specialty[1] = "Enviromental(Brawl)">>\n<</if>>\n\n<<if $actor_ability.contains("Reflexes")>>\n\t/% Lightening Reflexes %/\n\t<<set $actor_specialty[0] = ($actor_specialty[0] + 1)>>\n\t<<set $actor_specialty[2] to "Reflexes(Dex)">>\n<</if>>
<<if ($hunter_species is "Human") or ($hunter_type is "Sapien")>>\n\t<<= either("head","human head")>>\n\n<<else>>\n\n\thead\n<</if>>
<ul>\n<li>[[Gymnasium|Base_Gym]]</li>\n<li>[[Requisitions|Base_Req]]</li>\n<li>[[Rec Hall|Base_RecHall]]</li>\n<li>[[Medical|Base_Medical]]</li>\n<li>[[Command|Base_Command]]</li>\n<li>[[Holding|Base_Cells]]</li>\n<li>[[Housing|Base_Quarters]]</li>\n</ul>
Adaptation 21XX<div style="font: 9pt Arial; margin: 0px">Version α.1.0</div><<set document.title = "Adaptaion 21XX">>
<h3><<= "<<= " + $actor_prefix + "name_first>><<if " + $actor_prefix + "name_middle neq 0>> <<= " + $actor_prefix + "name_middle>><</if>> <<= " + $actor_prefix + "name_last>>">></h3>\n\n<table class="sheet">\n\t<tr class="sl"><th class="sl">Attributes</th></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "str">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "dex">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "sta">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "cha">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "manip">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "app">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "per">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "int">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "wits">><<display SDAA>></td></tr>\n</table>\n\n<table class="sheet">\n\t<tr class="sl"><th class="sl">Talents</th></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "alert">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "ath">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "brawl">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "caro">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "emp">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "express">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "instinct">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "intim">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "leader">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "scr">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "sub">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "under">><<display SDAA>></td></tr>\n</table>\n\n<table class="sheet">\n\t<tr class="sl"><th class="sl">Skills</th></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "ani">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "arch">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "cook">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "crafts">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "crim">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "etiq">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "gam">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "melee">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "perf">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "pilot">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "guns">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "ste">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "sur">><<display SDAA>></td></tr>\n</table>\n\n<table class="sheet">\n\t<tr class="sl"><th class="sl">Knowledges</th></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "akea">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "com">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "con">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "eni">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "geek">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "inv">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "law">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "med">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "sci">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "tecra">><<display SDAA>></td></tr>\n\t<tr class="sl"><td class="sl"><<set $z to "tech">><<display SDAA>></td></tr>\n</table>
Chemical Plant Zone
<<if $debug is 1>>Visted This Link: <<= visited()>><</if>>\n<<if visited() is 1>><<set $time_add = 3>><br><</if>>\n\n<<display Character_Time>>\n\n<p>"<<if $hunter_personality is "Slacker">>You've seen action<<elseif $hunter_personality is "Easygoing">>What kind of action<<elseif $hunter_personality is "Jumpy">>Great. Action, huh<<elseif $hunter_personality is "Normal">>You said you've seen action<<elseif $hunter_personality is "By the Book">>This District is heavy on action<<elseif $hunter_personality is "Rough Life">>That figures. What have I gotten myself into<<elseif $hunter_personality is "Intense">>Tell me. What sorts of trouble do I get to deal with<</if>>?" <<= $hunter_name[1]>> asked.</p>\n\n<p>"As you know, most cities in America have little to no Rogue activity. Even a Megalopolis like StarCoast or New Oasis have less than a dozen reported Rogues each month," Hunter Winslow explained, even though <<= $hunter_name[1]>> knew all that. "But Earthsaver? We're averaging four a day now. Sometimes more, sometimes less..."</p>\n\n<<if $hunter_personality is "Intense">><p>"Yes, that's what an average is," Hunter <<if $hunter_name[0] neq "Mononym">><<print $hunter_name[3]>><<else>><<print $hunter_name[1]>><</if>> remarked wryly.</p><</if>>\n\n<<if ($hunter_personality is "Slacker") or ($hunter_personality is "Easygoing") or ($hunter_personality is "Normal")>><p>Hunter <<if $hunter_name[0] neq "Mononym">><<print $hunter_name[3]>><<else>><<print $hunter_name[1]>><</if>> was about to comment how a number that was in the middle of a group of numbers was the average, but instead <<= $hunter_heshe>> just smiled and nodded.</p><</if>>\n\n<p>"But, still, that's not too normal. Most Rogues are just mirroids who've reached the end of their rope or gotten a glitch in their programming," Faith said, sounding a little upset about the idea of hurting a fellow mirriod. "Even so, mirriod violence is still far below the usual for level for humans," she insisted. "Earthsaver had, itself, been average as far as Rogue activity until a few weeks ago. Now? We've lost six Hunters this year alone, and it's only February."</p>\n\n<<display New_Lobby_Selection>>
<<if $debug[2] is 1 and $x is 0>><span class="debug green">\n\tMenus_Selector_Display: $selector _show(<<= $selector_show>>); _category(<<= $selector_category>>); _data(<<= $selector_data>>); _names(<<= $selector_names>>); _active(<<= $selector_active>>); _click_every(<<= $selector_click_every>>); _click_special(<<= $selector_click_special>>); \n</span><br><</if>>\n\n/%\t$selector_print: 0, Short | 1, Full\n\t$selector_category: First Word of Variables Used (ex: "hunter" for "$hunter_species")\n\t$selector_data: Second Word of Variable Used (ex: "species" for "$hunter_species")\n\t$selector_names: Names of Selector Blocks\n\t$selector_list: Narrowed Selection of Selector Names\n\t$selector_active: Active Status of Selector Blocks\n\t$selector_show: 1, Shows Full; 0, Shows Name-Only\n\t$selector_click_every: Variable Added Each Click\n\t$selector_click_special: Variables Added to this Specific Click\n%/\n\n<div style="width: 100%; background-color: #222222">\n\n<<if $x neq $selector_names.length>>\n\t<<if $options[0] is 1>> /% Desktop Display %/\n\n\t\t<<= "<a data-passage=\s"" + $tabs_target + "\s" data-setter=\s"$" + $selector_category + "_" + $selector_data + " = $selector_names[" + $x + "]" + ";" + $selector_click_every + "\s">\n\t\t\t<<display Selector>>\n\n\t\t</a>">>\n\n\t<</if>>\n\t<<set $x++>>\n\t<<display Menus_Selector_Display>>\n\n<</if>>\n\n</div>
<<display Creator_Body_Top>>\n<<display Creator_Body_Bottom>>
<<= "<<set $y to $menu_" + $menu_type + "_active[$x]>>">>\n\n<<if $debug is 1>><span class="debug">\n\t<<if $x is 0>>Menu_Active: \n\t\t<<if $menu_type is "tl">>Left to Right, Left Tabs\n\t\t<<elseif $menu_type is "tr">>Right to Left, Right Tabs\n\t\t<<elseif $menu_type is "tp">>Right to Left, Dropdowns Maybe\n\t\t<<elseif $menu_type is "sl">>Multiple Item, Big Selection\n\t\t<<elseif $menu_type is "sb">>Sidebar, Vertical List on Left\n\t\t<<elseif $menu_type is "mm">>Mirroid Model Selection\n\t\t<</if>><br>\n\t<</if>></span>\n\t<<display Menu_Debug>>\n<</if>>\n\n/%\tCode Version 4.0 of Menus and Active\n\t\t$x is the place in the Array of $menu_active where $menu_type is the kind of Menu being looked into (Tabs,Sidebar,Selection,etc.). A #10 indicates that the menu is supposed to be Usable and Active, while an 11 is Active but of a Used item... meaning there's nothing left for the Player to do with that menu or that it's requirements aren't met. Additionally, $menu_persist should be a string short-hand for which menu on the whole screen is active. %/\n\n<<if $y gte 0>>\n\t<<if $y is 10>>\n\t\t<<set $z = $x>>\n\t\t<<= "<<set $menu_" + $menu_type + "_active[$x] = 3>>">>\n\t\t<<= "<<set $x = -1; $menu_persist = \s"" + $menu_type + $z + "\s" >>">>\n\t<<elseif $y is 11>>\n\t\t<<set $z = $x>>\n\t\t<<= "<<set $menu_" + $menu_type + "_active[$x] = 5>>">>\n\t\t<<= "<<set $x = -1; $menu_persist = \s"" + $menu_type + $z + "\s" >>">>\n\t<<elseif ($y is 3) and ($x neq $z)>>\n\t\t<<= "<<set $menu_" + $menu_type + "_active[$x] = 2>>">>\n\t<<elseif ($y is 5) and ($x neq $z)>>\n\t\t<<= "<<set $menu_" + $menu_type + "_active[$x] = 4>>">>\n\t<</if>>\n\n\t<<set $x++>>\n\n\t<<display Menu_Active>>\n<<else>>\n\t<<set $x = 0; $y = 0; $z = -1; $a = 0; $b = 0>>\n<</if>>
/% Checks to see who is in the Group, if new People are added, and resets Steps to full if previously at 0 from having a turn. %/\n<<display Fighting_Group>>\n\n/% Decreases everyone's Steps by 1 until Next Action/s are determined. %/\n<<display Fighting_Steps>>\n\n/% Determines Action, Actions, Teamwork, Reactions, and the like if Steps of 1 or more people has reached 0 and they now have a turn. %/\n<<display Fighting_Actions>>
<<= "<<set $y = " + $actor_prefix + $z + "[$x]>>">>\n\n<<if $debug is 1>>X:<<= $x>>; Y: <<= $y>><</if>>\n\n<<if $y neq null>>\n\t<span class="sheet_spec"><<= "<<= " + $actor_prefix + $z + "[$x]>>">></span>\n\t<<set $x++>>\n\t<<display SDAA_Specialty>>\n\n<</if>>
<<nobr>>\n\n<<if $hunter_gender is 0>>\n\n<table width="100%">\n\n<tr>\n\t<td class="radio">\n\t<<button [[Choose Gender|New_Custom_Start]]>><</button>></td>\n\t<td class="menus_header">Choose the Gender of your Hunter</td>\n\n</tr><tr>\n\t<td class="radio"><span class="radio_item">Female</span>\n\t<<radiobutton "$hunter_gender" "Female">></td>\n\t<td width="*">Your Hunter identifies with female gender pronouns (She, Her).</td>\n\n</tr><tr>\n\t<td class="radio"><span class="radio_item">Male</span>\n\t<<radiobutton "$hunter_gender" "Male">></td>\n\t<td width="*">Your Hunter identifies with male gender pronouns (He, His).</td>\n\n</tr><tr>\n\t<td class="radio"><span class="radio_item">Fluid</span>\n\t<<radiobutton "$hunter_gender" "Fluid">></td>\n\t<td width="*">Your Hunter identifies with the pronoun used for their current sex.</td>\n\n</tr><<if $cheats_sex is 1>><tr>\n\t<td class="radio"><span class="radio_item">Herm</span>\n\t<<radiobutton "$hunter_gender" "Herm">></td>\n\t<td width="*">Your Hunter identifies as the socially understood hermapohodite gender pronouns.</td>\n</tr><</if>>\n\n</table>\n\n<<elseif $hunter_gender neq 0>><b>Choosen Gender:</b> <<print $hunter_gender>> <span class="replace">[[Reset Gender|New_Custom_Start][$hunter_gender = 0]]</span><<endif>>\n\n<<if $hunter_gender is "Fluid">>\n\n\t<<if ($hunter_sex is "Male") or ($hunter_sex is "Cuntboi")>><<set $hunter_gender = "Male">>\n\n\t<<elseif ($hunter_sex is "Female") or ($hunter_sex is "She-Male")>><<set $hunter_gender = "Female">>\n\n\t<<elseif ($hunter_sex is "Female Herm") or ($hunter_sex is "Male Herm")>><<set $hunter_gender = "Herm">>\n\n\t<<elseif $hunter_sex is "Genderless">><<set $hunter_gender = "None">>\n\t<</if>>\n\n<<elseif $hunter_gender is "Female">>\n\t<<set $hunter_heshe = "she", $hunter_himher = "her", $hunter_hisher = "her", $hunter_hisherself = "herself">>\n\n<<elseif $hunter_gender is "Male">>\n\t<<set $hunter_heshe = "he", $hunter_himher = "him", $hunter_hisher = "his", $hunter_hisherself = "hiaself">>\n\n<<elseif $hunter_gender is "Herm">>\n\t<<set $hunter_heshe = "shi", $hunter_himher = "hir", $hunter_hisher = "hir", $hunter_hisherself = "hirself">>\n\n<<elseif $hunter_gender is "None">>\n\t<<set $hunter_heshe = "it", $hunter_himher = "its", $hunter_hisher = "its", $hunter_hisherself = "itself">>\n\n<</if>>\n\n<</nobr>>
<<display Creator_Body_Top>>\n<<display Creator_Body_Taur>>
<<= "<div class=\s"selector_desktop\s" style=\s"width: " + $selector_sizes[$x] + "; background-color: blue\s">\n\t\t<a data-passage=\s"" + $tabs_target + "\s" data-setter=\s"$" + $selector_category + "_" + $selector_data + " = $selector_names[" + $x + "]" + ";" + $selector_click_every + "\s">\n\t\t\t<<display Menus_List_Basic>>\n\t\t\t<<display Menus_List_Special>>\n\t\t</a>\n\t</div>">>
<<if $creator_warning[0] is 1>>\n\t<<set $creator_warning = [1,either("Cheat Code is Go!","Would you like to Cheat a Game?","Good? Bad? I'm the one with the Cheat.","Reticulating Cheats...","Nobody Suspects a Thing.","Maxis spelled backwards is Six A.M.","Go, Go, Gadget Cheat Code!","There is no 'Cow Level'.","Only N00bs need 30 Continues."),"You have revealed the Cheat Menu! Please to Enjoy!","gold"]>>\n\n<<elseif $creator_warning[0] is 2>>\n\t<<set $creator_warning = [2,"Impersonating a Rogue Hunter is a Global Offense!","You cannot use the names of NPC's from within the game for your Character's Name.","mun"]>>\n\n<<elseif $creator_warning[0] is 3>>\n\t<<set $creator_warning = [3,"Loaded Premade Rogue Hunter...","I've loaded existing Premade Character with this name.","green"]>>\n\n<<elseif $creator_warning[0] is 4>>\n\t<<set $creator_warning = [4,"Name Contained Number!","You may not use numbers within your Character's Name. ","red"]>>\n\n<</if>>
<<= "<<set $y to $menu_" + $menu_type + "_active[$x]>>">>\n\n<<if $debug is 1>><span class="debug">\n\t<<if $x is 0>>Menu_Rows: \n\t\t<<if $a is 0>>\n\t\t\tStarting the Count of Entries in Active...\n\t\t<<elseif $a is 1>>\n\t\t\tStarting Reverse Count to figure out Row Spacing...\n\t\t<</if>>\n\t<br><</if>></span>\n\t<<display Menu_Debug>>\n<</if>>\n\n<<if $a is 0>>\n\t<<if $y gte 0>>\n\t\t<<set $x++; $z = $x>>\n\t\t<<display Menu_Rows>>\n\t<<else>>\n\t\t<<set $a = 1; $x = 0; $c = "0">>\n\t<</if>>\n<</if>>\n\n\n<<if $z gt 1 and $a gte 1>>\n\t<<if $z gte 5>>\n\t\t<<if $debug is 1>><span class="debug">\n\t\t\tMenu_Rows | Z(<<= $z>>) gte 5, Set 3 Items and Subtract 3 from Z\n\t\t<br></span><</if>>\n\t\t<<set $menu_sl_rows[$c] = "33%"; $c++>>\n\t\t<<set $menu_sl_rows[$c] = "34%"; $c++>>\n\t\t<<set $menu_sl_rows[$c] = "33%"; $c++>>\n\t\t<<set $z = $z - 3>>\n\t<<elseif $z is 4>>\n\t\t<<if $debug is 1>><span class="debug">\n\t\t\tMenu_Rows | Z(<<= $z>>) is 4, Set 2 Items and Subtract 2 from Z\n\t\t<br></span><</if>>\n\t\t<<set $menu_sl_rows[$c] = "50%"; $c++>>\n\t\t<<set $menu_sl_rows[$c] = "50%"; $c++>>\n\t\t<<set $z = $z - 2>>\n\t<<elseif $z is 3>>\n\t\t<<if $debug is 1>><span class="debug">\n\t\t\tMenu_Rows | Z(<<= $z>>) is 3, Set 3 Items and Subtract 3 from Z\n\t\t<br></span><</if>>\n\t\t<<set $menu_sl_rows[$c] = "33%"; $c++>>\n\t\t<<set $menu_sl_rows[$c] = "34%"; $c++>>\n\t\t<<set $menu_sl_rows[$c] = "33%"; $c++>>\n\t\t<<set $z = $z - 3>>\n\t<<elseif $z is 2>>\n\t\t<<if $debug is 1>><span class="debug">\n\t\t\tMenu_Rows | Z(<<= $z>>) is 2, Set 2 Items and Subtract 2 from Z\n\t\t<br></span><</if>>\n\t\t<<set $menu_sl_rows[$c] = "50%"; $c++>>\n\t\t<<set $menu_sl_rows[$c] = "50%"; $c++>>\n\t\t<<set $z = $z - 2>>\n\t<</if>>\n\t<<set $x++>>\n\t<<display Menu_Rows>>\n<<elseif $z lte 1>>\n\t<<set $x = 0; $y = 0; $z = -1; $a = 0; $b = 0>>\n<</if>>
/% Debug: Menu(On/Off), Basics, Draw, Calculations, Combat %/\n<<set $debug = [1,0,0,0,0]>>\n\n<<set $gamevars = [0,"mature","guided","normal"]>>\n\n/% Content Selection: Teen, Mature, or Adult %/\n<<set $content_teen = ["teen","Extreme Content is excluded, Sexual Content is off-screen only, and description of even your Character's own sexual attributes is limited. Additionally, swear words have been bleeped for comedic effect. The various characters do still swear and respond to each other with the same level of maturity, but their speech has been written over with absurd TV-style dubbing. One F-Bomb allowed."]>>\n\n<<set $content_mature = ["mature","The Mature setting includes all of the game's content, including Sexual Content, though the focus is on story more than sex. Extreme Content such as rape, incest, and ultra-violence is referenced, though never described in detailed. Mature interactions and Mild Sexual Content is included, but Sex Scenes default to fade-to-black unless you choose otherwise at the time."]>>\n\n<<set $content_adult = ["adult","At the Adult Content level, every kind of content is included. Sexual Content defaults to full scenes, and Extreme Content is not sensored—although Trigger Warnings may still appear. This setting is for those that aren't only looking for Erotic Content, but full access to additional adult themes."]>>\n\n\n/% Character Creator Options: Premade, Guided, or Detailed %/\n<<set $creator_premade = ["premade","Premade Characters are just as you'd expect: Characters already put together and statted out for the game. Their transformation is set, though it's resolution is not. Most include histories and interactions specific to them and some even include special scenes. If you really don't want to think much about Creation and instead wish to jump right into the game, this may be the best option for you."]>>\n\n<<set $creator_guided = ["guided","Guided Creation is the recommended Character selection process for either new Players or Players not use to the full range of Role-Playing selections placed upon a Character Sheet. Guided Creation will have you select the Species of a Character and then will drop you right into the game. Until the end of Chapter One, the game will prompt you for additional information and make recommendation for stats along the way. Afterward Chapter One, the game plays as normal."]>>\n\n<<set $creator_detailed = ["detailed","For those unaffraid of pages and tabs of options for all that goes into making a full Character Sheet, Detailed Character is the beast you'll want to wrangle with. Every single unlocked option for Character Creation is available to you here, though it may take you several minutes to fill everything out before the Prologue can actually begin. Most options can be altered until the End of Chapter One."]>>\n\n\n/% Game Difficulty: Normal, Hardcore %/\n\n<<set $options = [1,"mun"]>>\n\n<<set $tabs_change = [0,0]>>\n\n<<set $x = 0; $y = 0; $z = 0; $a = 0; $b = 0; $c = 0; $d = 0; $menu_type = 0>>\n\n<<set $menu_tl_active = []; $menu_tr_active = []; $menu_sl_active = []; $menu_bl_active = []; $menu_sb_active = []>>\n\n<<set $menu_tl_names = []; $menu_tr_names = []; $menu_sl_names = []; $menu_bl_names = []; $menu_sb_names = []>>\n\n<<set $time_day = 1; $time_hours = 0; $time_add = 0; $time_x = 0>>\n\n<<set $hunter_premade = 0>>\n\n<<set $huntermun = 1; $creator_warning = [0,0]>>\n\n<<display Load_Hunter>>\n\n<<set $color to "mun">>\n\n<<display Load_Color>>\n\n<<set $actor to 0; $actor_prefix = "$hunter_">>\n\n<<display Load_Cheats>>\n\n<<display Load_Creator>>
<<display Stylesheet_Selection>>\n\n<<if $huntermun is 1>><table class="mun"><tr><td class="mun"><p><b>[[Huntermun]]:</b> <<if ($hunter_race is 0) or ($hunter_sex is 0) or ($hunter_gender is 0)>>Let's get a few of your Hunter's details out of the way...<<else>>If these details look right to you, hit the button below.<</if>></p></td></tr></table><</if>>\n\n<<display New_Form>>\n\n<<display New_Biology>>\n\n<br><br>\n\n<<if ($hunter_race neq 0) and ($hunter_sex neq 0) and ($hunter_gender neq 0)>>\n\t<<if (($hunter_species is "Human") or ($hunter_species is "Cyborg")) or (($hunter_species is "Mirroid") and ($hunter_design neq 0))>><<button [[Continue Introduction|New_Arrival]]>><</button>>\n\t<</if>>\n\n<</if>>
<<if $debug is 1>><br>Sex Var: <<print $hunter_sex>>; Gender Var: <<print $hunter_gender>><</if>>\n\n<<display New_Sex>>\n\n<<if ($hunter_sex neq 0) and ($hunter_gender neq 0)>><br><</if>>\n\n<<display New_Gender>>
<<if $debug[1] is 1>><span class="debug">\n\tCheats | On Load, Active(<<= $cheats_active.length >>) <<= $cheats_active>>\n<br></span><</if>>\n\n\n<<set $cheat_codes = ["R.B. Debug","Test","All Teh Sex","Nexus Crawler","Centaur of Attention","Cardboard Box"]>>\n\n<<if $cheat_codes.indexOf($cheat) neq -1>>\n\t<<if $cheat is "Test">>\n/% System Cheats %/\n\t\t<<set $cheat_name = "test">>\n\t<<elseif $cheat is "R.B. Debug">>\n\t\t<<set $cheat_name = "debug">>\n/% Character Creator Cheats %/\n\t<<elseif $cheat is "All Teh Sex">>\n\t\t<<set $cheat_name = "sexes">>\n\t<<elseif $cheat is "Nexus Crawler">>\n\t\t<<set $cheat_name = "dragoon">>\n\t<<elseif $cheat is "Centaur of Attention">>\n\t\t<<set $cheat_name = "centaur">>\n\t<<elseif $cheat is "Cardboard Box">>\n\t\t<<set $cheat_name = "serpentine">>\n\t<</if>>\n\t<<display Cheats_Use>>\n<</if>>\n\n<<if $debug[1] is 1>><span class="debug">\n\tCheats | After Check, Active(<<= $cheats_active.length >>) <<= $cheats_active>>\n<br></span><</if>>\n\n<<set $cheat = "qwerty">>\n\n<<textbox "$cheat" "" autofocus>> <<button [[Submit|Cheats]]>><</button>>\n\n\n\n<br>Active Cheat<<if $cheats_active.length neq 1>>s<</if>>: <<= $cheats_active.length>> (<<= $cheats_active>>)
<<if $hunter_premade is "Howard">>\n\t<<display Load_Howard>>\n<</if>>\n\n<<display Sheet>>\n\nIs this Correct?\n\n<<button [[Yes|Prologue_Areoport]]>><</button>><<button [[No|GameStart_Premade]]>><</button>>
<<set $tabs_target = ["Start_Creator"]>> \n/% This will make each Main Body link return here. %/\n\n/% Temp Variables %/\n<<set $tabs_name = ["Species","Appearance","Sexuality","Backgrounds","Quirks","Cybernetics"]>>\n<<set $tabs_link = ["Start_Species","Start_Appearance","Start_Sexuality","Start_Backgrounds","Start_Quirks","Start_Cybernetics"]>>\n\n<<set $x = 0>>\n<<display Menus_Display>>\n\n<<set $x = 0>>\n<<display Menus_Body>>
<<= "<<set $y = $model_" + $menu_mm_names[$x] + ">>">>\n\n\t\t<<if $debug is 1 and $x is 0>><span class="debug">\n\t\t\tMenu_Model | Mirroid Model Names: <<= $menu_mm_names>>\n\t\t<br></span><</if>>\n\n<<if $y neq null>>\n\n\t\t<<if $debug is 1>><span class="debug">\n\t\t\tLoop <<= $x>>, <<= $y[0]>> Array: Biped(<<= $y[5]>>), Quadruped(<<= $y[6]>>), WarTaur(<<= $y[7]>>), Merpo(<<= $y[8]>>)\n\t\t<br></span><</if>>\n\n<<if $hunter_make is "biped">>\n\t<<if $y[5] is 1>>\n\t\t<<= "<<set $menu_mm_active[" + $x + "] = 2 >>">>\n\t<<else>>\n\t\t<<if $y[6] is 1>>\n\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 1 >>">>\n\t\t<<elseif $y[7] is 1>>\n\t\t\t<<if $unlocks_wartaur is 1 or $cheats_wartaur is 1>>\n\t\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 1 >>">>\n\t\t\t<<else>>\n\t\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 0 >>">>\n\t\t\t<</if>>\n\t\t<<elseif $y[8] is 1>>\n\t\t\t<<if $unlocks_merpo is 1 or $cheats_merpo is 1>>\n\t\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 1 >>">>\n\t\t\t<<else>>\n\t\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 0 >>">>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n<<elseif $hunter_make is "quadruped">>\n\t<<if $y[6] is 1>>\n\t\t<<= "<<set $menu_mm_active[" + $x + "] = 2 >>">>\n\t<<else>>\n\t\t<<if $y[5] is 1>>\n\t\t<<= "<<set $menu_mm_active[" + $x + "] = 1 >>">>\n\t\t<<elseif $y[7] is 1>>\n\t\t\t<<if $unlocks_wartaur is 1 or $cheats_wartaur is 1>>\n\t\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 1 >>">>\n\t\t\t<<else>>\n\t\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 0 >>">>\n\t\t\t<</if>>\n\t\t<<elseif $y[8] is 1>>\n\t\t\t<<if $unlocks_merpo is 1 or $cheats_merpo is 1>>\n\t\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 1 >>">>\n\t\t\t<<else>>\n\t\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 0 >>">>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n<<elseif $hunter_make is "wartaur">>\n\t<<if $y[7] is 1>>\n\t\t<<= "<<set $menu_mm_active[" + $x + "] = 2 >>">>\n\t<<else>>\n\t\t<<if $y[5] is 1>>\n\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 1 >>">>\n\t\t<<elseif $y[6] is 1>>\n\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 1 >>">>\n\t\t<<elseif $y[8] is 1>>\n\t\t\t<<if $unlocks_merpo is 1 or $cheats_merpo is 1>>\n\t\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 1 >>">>\n\t\t\t<<else>>\n\t\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 0 >>">>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n<<elseif $hunter_make is "merpo">>\n\t<<if $y[8] is 1>>\n\t\t<<= "<<set $menu_mm_active[" + $x + "] = 2 >>">>\n\t<<else>>\n\t\t<<if $y[5] is 1>>\n\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 1 >>">>\n\t\t<<elseif $y[6] is 1>>\n\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 1 >>">>\n\t\t<<elseif $y[7] is 1>>\n\t\t\t<<if $unlocks_wartaur is 1 or $cheats_wartaur is 1>>\n\t\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 1 >>">>\n\t\t\t<<else>>\n\t\t\t\t<<= "<<set $menu_mm_active[" + $x + "] = 0 >>">>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n<</if>>\n\n<<set $x++>>\n<<display Menu_Model>>\n\n<<else>>\n\t\t<<if $debug is 1>><span class="debug">\n\t\t\tMenu_Model | Mirroid Model Results: <<= $menu_mm_active>>\n\t\t<br></span><</if>>\n\t<<set $x = 0; $y = 0>>\n<</if>>
<<if $debug is 1>>Creator_Skintone: <</if>>\n\n<<set $color_list = $color_humanflesh>>\n\n<<display Creator_Skintone_Draw>>
<<display Creator_Checks>>\n\n<<set $menu_style = "tabs"; $menu_tabs_link = "GameStart_Creator">><<display Menu>>\n\n/% Physical Form, Never Off, $menu_tabs_active[0] %/\n<<if $menu_tabs_active[0] is 3>>\n\t<<if $debug is 1>>GameStart_Creator calls Creator_Form<</if>>\n\t<<display Creator_Form>>\n<</if>>\n\n/% Biology, Never Off, $menu_tabs_active[1] %/\n<<if $menu_tabs_active[1] is 3>>\n\t<<if $debug is 1>>GameStart_Creator calls Creator_Biology<</if>>\n\t<<display Creator_Biology>>\n<</if>>\n\n/% Name, Never Off, $menu_tabs_active[2] %/\n<<if $menu_tabs_active[2] is 3>>\n\t<<if $debug is 1>>GameStart_Creator calls Creator_Name<</if>>\n\t<<display Creator_Name>>\n<</if>>\n\n/% Background, Off if Guided $menu_tabs_active[3] %/\n<<if $menu_tabs_active[3] is 3>>\n\t<<if $debug is 1>>GameStart_Creator calls Creator_Background<</if>>\n\t<<display Creator_Background>>\n<</if>>\n\n/% Cheats, Off be Default: $menu_tabs_active[4] %/\n<<if $menu_tabs_active[4] is 3>>\n\t<<if $debug is 1>>GameStart_Creator calls Cheats<</if>>\n\t<<display Cheats>>\n<</if>>\n\n/% Switch between Guided, Unguided $menu_tabs_active[5] %/\n<<if $menu_tabs_active[5] is 3>>\n\t<<if $debug is 1>>GameStart_Creator calls Creator_Switch<</if>>\n\t<<display Creator_Switch>>\n<</if>>\n\n/% Sheet $menu_tabs_active[6] %/\n<<if $menu_tabs_active[6] is 3>>\n\t<<if $debug is 1>>GameStart_Creator calls Creator_Sheet<</if>>\n\t<<display Creator_Sheet>>\n<</if>>\n\n/% Finalize, Used until All Requirements Met $menu_tabs_active[7] %/\n<<if $menu_tabs_active[7] is 3>>\n\t<<if $debug is 1>>GameStart_Creator calls Creator_Finalize<</if>>\n\t<<display Creator_Finalize>>\n<</if>>
Invoke all current Bars
<<if $debug is "1">>Executing Actor, Loading Variables for <<= $actor>><br><</if>>\n\n<<if $actor.substr(1,3) is "npc">>\n\t/% If NPC is the first three letters, read in details to the end of the second _ %/\n\t<<set $x to 0; $y to 4>>\n\t<<display Actor_NPC>>\n<<else>>\n\t/% If not NPC, the Player, and use Player Prefix instead. %/\n\t<<set $actor_prefix to "$hunter_">>\n<</if>>\n\n<<if $debug is "1">>Actor Result, Snipped Variable Name: <<= $actor>><br><</if>>
<<if $debug is 1>># Visted This Link: <<= visited()>><</if>>\n<<if visited() is 1>><<set $time_hours += 3>><</if>>\n\n<<display Character_Time>>\n\n<p>Description of Lobby</p>\n\n<<display New_Lobby_Selection>>
Describe Actions in Text
Set Variable <<= $x>> to Bottom-Half details.
div.menu_tb, div.menu_tp {\n\twidth: 100%; max-width: calc(100% - 300px);\n\tposition: fixed; display: block; right: 10px;\n\t}\ndiv.menu_tb {\n\tfont-size: 10pt; z-index: 100; top: .25em;\n\t}\ndiv.menu_tp {\n\tfont-size: 8pt; z-index: 101; top: 2.75em;\n\t}\n\ndiv.sb_page {\n\tposition: relative; right: 0px; padding: 0px;\n\twidth: 100%; max-width: calc(100% - 200px);\n\tbackground-color: #000044; margin-left: auto;\n\t}\nul.menu_sb {\n\tfont-size: 12pt; z-index: 102; top: 3.5em;\n\tmargin: 0px; padding: 0px;\n\tposition: fixed; width: 167px; font-weight: bold;\n\t}\nli.menu_sb {\n\tborder-top-left-radius: 12px; border-bottom-left-radius: 12px;\n\tborder-left-width: 20px; border-right-width: 3px;\n\tborder-bottom-width: 1px; border-top-width: 1px;\n\tborder-style: solid;\n\tpadding-left: 10px;\n\tposition: relative; width: 100%;\n\tmargin-bottom: 5px;\n\t}\n\ndiv.color_box {\n\tborder-style: solid; border-width: 1px;\n\tpadding: 2px; margin: 2px;\n\tposition: relative;\n\t}\ndiv.color_display, div.color_wrapper {\n\tposition: relative; display: inline-block; float: left;\n\t}\ndiv.color_display {\n\theight: 40px; width: 100%;\n\t}\n.one {width: calc(100% - 4px);}\n.two {width: calc(50% - 4px);}\n.three {width: calc((100% / 3) - 4px);}\n.four {width: calc(25% - 4px);}\n.five {width: calc(20% - 4px);}\n\nspan.menu_tl, span.menu_tr {\n\tpadding-top: -3px; padding-bottom: -3px;\n\tpadding-left: 10px; padding-right: 10px;\n\ttext-algin: center; font-weight: bold;\n\tborder-style: solid; border-width: 1px;\n\tdisplay: block; position: relative; top: 0px;\n\twhite-space: nowrap; vertical-align: top;\n\tmargin: 0px; box-shadow: 2px 2px 10px #000000;\n\t}\n\nspan.menu_tl {\n\tfloat: left; margin-right: .25em;\n\t}\nspan.menu_tr {\n\tfloat: right; margin-left: .25em;\n\t}\n\nspan.menu_tp {\n\tpadding-left: 30px; padding-right: 10px; padding-top: 1px;\n\ttext-algin: right; font-weight: bold;\n\tborder-style: solid; letter-spacing: 1px;\n\tdisplay: block; position: relative; float: left; height: 1.5em;\n\ttop: 0px; left: 10px;\n\tmargin-right: .25em; box-shadow: 2px 2px 10px #000000;\n\twhite-space: nowrap; vertical-align: top; margin: 0px;\n\tborder-left-width: 0px; border-top-width: 1px;\n\tborder-bottom-width: 2px; border-right-width: 5px;\n\t}\nspan.menu_tp:first-child {border-left-width: 1px;}\n\ndiv.menu_it_name {\n\tborder-style: solid;\n\tborder-top-width: 0px; border-right-width: 0px;\n\tborder-bottom-width: 2px; border-left-width: 0px;\n\tfont-size: 12pt; padding-left: 20px; padding-bottom: -5px;\n\t}\n\n\nul.menu_sidebar {\n\tposition: relative; top: 40px;\n\twidth: 200px;\n\tpadding: 0px; margin: auto;\n\ttext-align: center; font-size: 12pt;\n\t}\n\n\n.mun_unavail {\n\tbackground-color: #111122;\tborder-color: #444455;\tcolor: #444466;\n\t}\n\n.mun_inactive {\n\tbackground-color: #000022;\tborder-color: #0000ff;\tcolor: #99b0ff;\n\t}\n.mun_inactive:hover {\n\tbackground-color: #000033;\tborder-color: #3340ff;\tcolor: #bbc0ff; text-shadow: 0px 0px 3px #99b0ff;\n\t}\n\n.mun_active {\n\tbackground-color: #000033;\tborder-color: #aaaaff;\tcolor: #eeeeff;\n\t}\n.mun_active:hover {\n\tbackground-color: #000055;\tborder-color: #ddddff;\tcolor: #ffffff;\n\t}\n\n.mun_partial {\n\tbackground-color: #000011;\tborder-color: #000099;\tcolor: #4444dd;\n\t}\n.mun_partial:hover {\n\tbackground-color: #000045;\tborder-color: #0000d0;\tcolor: #9999ff;\n\t}\n\n\n.short {height: 100px;}\n.medium {height: 350px;}\n.tall {height: 600px;}\n\ndiv.menu_sl, div.color_box {\n\tdisplay: inline-block; float: left; position: relative;\n\t}\ndiv.menu_sl_body {\n\tborder-style: solid;\n\tborder-top-width: 20px; border-bottom-width: 3px;\n\tborder-left-width: 0px; border-right-width: 0px;\n\tpadding-left: 10px; padding-right: 10px;\n\tpadding-top: 15px; padding-bottom: 2px;\n\theight: calc(100% - 17px); width: calc(100% - 20px);\n\tfont: 12pt; overflow-y: auto;\n\t}\ndiv.menu_sl_name, span.menu_bl_name {\n\tfont: 24pt Arial;\n\tfont-weight: bold; text-transform: uppercase;\n\tletter-spacing: -1px; text-shadow: 3px 3px #000077;\n\t}\ndiv.menu_sl_name {\n\tposition: absolute; top: 0px;\n\ttext-align: center; width: calc(100% - 6px)\n\t}\n\ndiv.menu_bl {\n\tposition: relative; width: 100%; margin-top: 25px;\n\t}\ndiv.menu_bl_text {\n\theight: 100%; max-height: calc(100% - 188px); overflow-y: auto;\n\tborder-style: solid; text-indent: 5%;\n\tborder-top-width: 7px; border-bottom-width: 1px;\n\tborder-left-width: 2px; border-right-width: 1px;\n\tpadding-top: 10px; padding-bottom: 2px;\n\tpadding-left: 1%; padding-right: 1%;\n\t}\nspan.menu_bl_name {\n\tposition: absolute; top: -15px; left: 15px;\n\t}\n\ndiv.message {\n\tdisplay: inline-block; float: left; position: relative;\n\twidth: calc(100% - 10px); height: 100%; max-height: 150px;\n\tpadding: 5px; background-color: #000000; margin: auto;\n\tmargin-bottom: 1em;\n\t}\ndiv.message_body {\n\twidth: calc(100% - 13px); height: calc(100% - 2px);\n\toverflow-y: auto; position: relative;\n\tborder-style: solid; padding-left: 5px; padding-right: 5px;\n\tborder-left-width: 10px; border-right-width: 3px;\n\tborder-top-width: 1px; border-bottom-width: 1px;\n\t}\ndiv.message_title {\n\tfont: 18pt Arial Black; position: relative; margin-left: 10px;\n\t}\ndiv.message_text {\n\tfont-size: 12pt; position: relative; text-indent: 3em;\n\t}\n\n\ninput[type="text"] {\n\tmin-width: 12em; max-width: 30em;\n\tmaxlength: 30em; autocomplete: off;\n}\n\n\ntable.sheet {\n\twidth: 100%;\n\t}\n\ntd.sl: {\n\tfont-size: 18pt\n}\ntr.sl:nth-child(odd) {\n background: #000011;\n}\n\nth.sl {\n font-size: 20pt;\n\tbackground-color: blue;\n}\n\nspan.sheet_aa, span.sheet_bn, span.sheet_an {\n\tdisplay: block; float: left; vertical-align: middle;\n\t}\n\nspan.sheet_aa {\n\twidth: 150px;\n\tbackground-color: #003300;\n\t}\n\nspan.sheet_bn, span.sheet_an {\n\twidth: 20px; text-align: center;\n\t}\n\nspan.sheet_bn {\n\tbackground-color: #330000;\n\t}\n\nspan.sheet_an {\n\tbackground-color: #000033;\n\t}\n\nli.sheet_spec {\n\tbackground-color: #330033;\n\t}\n\nbutton {\n background-color: blue;\n border: none;\n padding: 10px 20px;\n text-align: center;\n display: inline-block;\n font-size: 16px;\n}
<<if $debug is 1>>Creator_Switch: <</if>>\n<<display Stylesheet_Selection>>\n\nConfirm: [[Basic|GameStart_Creator][$selectionX = 1;$selection1 = 0]] | [[Advanced|GameStart_Creator][$selectionX = 2;$selection1 = 0]]
<<display Stylesheet_Selection>>\n\n<<if $debug is 1>>Faith Details: <<= $day01_Lobby_faithdetails>>; Lobby Details: <<= $day01_Lobby_lobby>>; Observe Hunters: <<= $day01_Lobby_3hunters>>; View Monitors: <<= $day01_Lobby_monitors>>; Action Question: <<= $day01_Lobby_action>>; Flirt Var: <<= $day01_Lobby_flirt>><</if>>\n\n<<if $time_hours gte 1157>><p>"Hunter <<if $hunter_name[0] neq "Mononym">><<print $hunter_name[3]>><<else>><<print $hunter_name[1]>><</if>>, your meeting is about to start," Faith says to <<= $hunter_himher>> from behind the front desk. "Senior Hunter Stalton is ready to see you now.</p><</if>>\n\n<ul>\n<li>Main Plot<ul>\n\t<li><<if $time_hours gte 1157>>\n\t\t\t<<if $time_hours lte 1200>>[[Go to the meeting...|New_Meeting]]\n\t\t\t<<elseif ($time_hours gt 1200) and ($time_hours lte 1205)>>[[Go to the meeting late...|New_Meeting]]\n\t\t\t<<elseif $time_hours gte 1205>>[[Go to the meeting very late...|New_Meeting]]\n\t\t\t<</if>>\n\t\t<<else>>[[Wait for the Meeting|New_Meeting]]<</if>></li>\n\t</ul></li>\n\n<li>Lobby<ul>\n\t<li>[[Examine the Lobby|New_Lobby_Details][$day01_Lobby_Lobby = 1]]<<if visited("New_Lobby_details") gte 1>><span class="time_safe">*</span><</if>></li>\n\n\t<li>[[Examine the Three Hunters|New_Lobby_Hunters][$day01_Lobby_3hunters = 1]]<<if visited("New_Lobby_Hunters") gte 1>><span class="time_safe">*</span><</if>></li>\n\n\t<li>[[Examine the Monitor|New_Lobby_Monitors]]</li>\n\t</ul></li>\n\n<li>Faith Winslow<ul>\n\t<li>[[Examine Hunter Winslow|New_Lobby_Faith][$day01_Lobby_faithdetails = 1]]<<if visited("New_Lobby_Faith") gte 1>><span class="time_safe">*</span><</if>></li>\n\n\t<li>[[Ask Faith About Action|New_Lobby_Action][$day01_Lobby_action = 1]]<<if visited("New_Lobby_Action") gte 1>><span class="time_safe">*</span><</if>></li>\n\n\t<li>[[Flirt with Faith|New_Lobby_Flirt][$day01_Lobby_flirt = 1]]<<if visited("New_Lobby_Flirt") gte 1>><span class="time_safe">*</span><</if>></li>\n\t</ul></li>\n\n</ul>\n\n<<if ($huntermun is 1) and ($time_hours <= 1144)>><table class="mun"><tr><td class="mun">\n\n\t<p><b>[[Huntermun]]:</b> In times of more linear story, you may occassionally be given a number of options for investigation, conversation, or various other choices. After Day One—this introduction and tutorial section—each of these actions will take up a little time, often determined by your number of successes on die rolls.</p>\n\n\t<p>However, sometimes you simply want to reread one of your choices, and sometimes you can. Any interaction not removed due to time or being locked out by other choices—commonly character or location descriptions—will be marked with an <span class="time_safe">*</span> to indicate you can look at it again without any additional effects.</p>\n\n</td></tr></table><</if>>
/% Loop to Create Cheats List %/
<<if $debug is 1>># Visted This Link: <<= visited()>><</if>>\n<<if visited() is 1>><</if>>\n\n<<if $time_hours lte 1157>><<set $time_hours = 1157>>\n\n<p>Hunter <<if $hunter_name[0] neq "Mononym">><<= $hunter_name[3]>><<else>><<= $hunter_name[1]>><</if>> waits a few minutes, sitting in the lobby, thinking over the transfer. <span class="cap"><<= $hunter_heshe>></span> had been a better than average Rogue Hunter back home, but here? This city, this District had made the Hunters here tougher. How would <<= $hunter_heshe>> even stack up?</p>\n\n<p>But, time went by, and at 1157, <<= $hunter_name[1]>> stood up and walked to the side of the front desk, up the hallway and into the direction of Senior Hunter Stalton's office. The door was open, and the Senior Hunter waved <<= $hunter_himher>> in.</p>\n\n<<elseif ($time_hours gt 1157) and ($time_hours lt 1202)>>\n\n<p>Nodding to <<= either("Hunter Winslow" "Faith")>>, Hunter <<if $hunter_name[0] neq "Mononym">><<= $hunter_name[3]>><<else>><<= $hunter_name[1]>><</if>> turns to move up the hallway that leads away from the front desk and towards the office of Senior Hunter Stalton. Approaching the front door <<= $hunter_name[1]>> finds the door open, Stalton waving <<= $hunter_himher>> inside.</p>\n\n<<elseif $time_hours gte 1202>>\n\n<p>Having <<if $hunter_personality is "By the Book">>lost track of time<<elseif $hunter_personality is "Slacker">>been in no particular hurry<<elseif $hunter_personality is "Jumpy">>seriously considered walking out on this whole situation<<else>>squandered <<= $hunter_hisher>> early arrival<</if>>, <<if $hunter_name[0] neq "Mononym">><<= $hunter_name[3]>><<else>><<= $hunter_name[1]>><</if>> stood up and moved towards the hallway which lead away from the front desk. <<= either("Hunter Winslow" "Faith")>> gave <<= $hunter_himher>> an unsure look as <<= $hunter_heshe>> passed by, shaking her head and looking back to the holographic screen in front of her. After a moment's travel, <<= $hunter_name[1]>> had reached the open doorway at the end of the hall where Senior Hunter Shade was waving <<= $hunter_himher>> inside.</p>\n\n<</if>>\n\n<<display Character_Time>>\n\n<<if $hunter_premade gt 0>>[[Respond Affirmatively|New_Meeting_2]]<<else>>[[Skill Selectoin|New_Custom_Skill]]<</if>>\n\n<p>...</p>
<<display Stylesheet_Selection>>\n\n\t<<if $hunter_personality is "Slacker">>\n\t<p>Two visitors pass your Hunter as <<= $hunter_heshe>> enters the building, moving the oppoiste direction of them and into the main lobby. <span class="cap"><<= $hunter_hisher>></span> reaction to the three Hunters on the far end of the open space is not one of much concern. With little energy, <<= $hunter_heshe>> moves up to the front desk to stand behind the one man waiting there. After a moment, he stops talking and moves on his way.</p>\n\n\t<p>"Hi," your character says, <<if $hunter_race is "Quadruped">>putting <<= $hunter_hisher>> paws up on the counter<<elseif>>standing on tiptoes with <<= $hunter_hisher>> arms on the counter<<else>>waving their hand to one side<</if>>. "Here to see Senior Hunter Stalton about a new job." The receptionist gives <<= $hunter_heshe>> a set of blinks as a response, glancing down at her holographic screen. "I mean: I'm a Transfer," <<= $hunter_heshe>> corrects <<= $hunter_hisherself>>.</p>\n\n\t<p>Leaning forward, she nods and smiles, looking over her two adjacent screens to check the data of everyone else in the main room. "You say that, but... I don't see you here in my files."</p>\n\n\t<p>"That doesn't surprise me at all," <<= $hunter_heshe>> admits<<if ($hunter_species is "Mirroid") and ($hunter_model is "Feline"), << $hunter_hisher>>tail-tip flicking back and forth<</if>>. "These systems never transfer my data correctly."</p>\n\n\t<p>"Well, I can always look you up manually," the receptionsist remarked, trying to sound helpful. Your Hunter just nods at that. "If you can just [[give me your name|New_Name]]," she prods.</p>\n\n\t<<elseif ($hunter_personality is "Easygoing") or ($hunter_personality is "Normal")>>\n\t<p>Holding open the door for two visitors who are exiting the building, your character smiles and waits for them to pass. Nodding <<= $hunter_hisher>> head to three Hunters in armour over near wide view screen, <<= $hunter_heshe>> makes <<= $hunter_hisher>> way to the front desk. <<if $hunter_personality is "Easygoing">>Waiting a moment for the person talking to the receptionist to finish and move off, your Hunter greets her with a smile<<else>>Listening to the conversation for a moment, it becomes clear to <<= $hunter_himher>> that the discussion is of a personal nature. After a moment, the man steps away and walks off<</if>>.</p>\n\n\t<p>"Morning," <<= $hunter_heshe>> says the the woman clad in metallic red and white apparel behind the desk. <<if $hunter_personality is "Easygoing">>"I'm a transferred Hunter here to see Senior Hunter Stalton..."<<else>>"Transfer. Here for a meeting with Senior Hunter Shade."<</if>></p>\n\n\t<p>"Strange," the woman commented, leaning forward to look at the holographic screen on the desk in front of her. "The scanners didn't bring up your details when you entered." Her eyes were looking over the meetings listed for this morning and the data on everyone else in the main lobby.</p>\n\n\t<p>Your character just shrugs. "Always seems to be a problem for me," <<= $hunter_heshe>> admitted. "Happens everywhere I go," <<= $hunter_heshe>> added, watching her type. "Look me up manually?"</p>\n\n\t<p>She sighed and shrugged, smiling back at <<= $hunter_himher>>. "Yeah, I guess so," she remarked. "[[Name?|New_Name]]"</p>\n\n\t<<elseif $hunter_personality is "Jumpy">>\n\t<p>Approaching the front glass, your character's eyes go wide as the door opens up in front of them. Having had their attention elsewhere, <<= $hunter_heshe>> quickly moves to the side as two visitors exit from the HQ. Watching them for a long moment to make sure of their intentions, <<= $hunter_heshe>> steps quickly into the front lobby without touching the railings on the doors.</p>\n\n\t<p>Eyes looking over three Hunters assembled at a large view screen against the back wall, <<= $hunter_heshe>> can't help but consider how their backs are to the front door and how unsafe that would be during an attack. Thinking as such, your Hunter almost bumps into the man talking to the receptionist at the front desk as <<= $hunter_heshe>> turns <<= $hunter_hisher>> head to look at the front door.</p>\n\n\t<p>"Sorry," <<= $hunter_heshe>> says to him, watching his body movements to see if he's going to retaliate. He does not, but he does give <<= $hunter_himher>> a look with one eyebrow raised before moving to one side and saying goodbye to the woman behind the desk. With a sigh, your character reluctantly meets her eyes. "Here to see Senior Hunter Stalton. I'm a Transfer."</p>\n\n\t<p>"Uh-huh," she remarks, quickly looking away and then down to the holographic screen in front of her. "The scanners didn't bring up your details when you entered." Looking out to the main lobby for a moment, she went back to her screen to confirm that the data for everyone else present was on one of her adjacent screens.</p>\n\n\t<p>Your Hunter groans. "Of course," <<= $hunter_heshe>> said. "Every time." Tapping fingers atop the desk, wondering why this is always a problem. "I don't suppose... you know... that you could—"</p>\n\n\t<p>"Look you up manually?" she wondered, glancing up to <<= $hunter_himher>> for an instant before looking back at the screen. Your Hunter gives the briefiest of nods. "[[What's your name?|New_Name]]"</p>\n\n\t<<elseif $hunter_personality is "By the Book">>\n\t<p>Stepping to the right side of the double-doors, your Hunter passes by two visitors in plain cloths that move to <<= $hunter_hisher>> side, passing on their left. Nodding to them, <<= $hunter_heshe>> moves into the main lobby, taking note of the three Hunters in armour that are watching a big monitor against the far wall. Taking note of this, <<= $hunter_heshe>> calmly strides up to the main receptionist desk where a man is talking to the woman sitting behind it already.</p>\n\n\t<p>Not wanting to intrude, but noting that the conversation is of a personal nature, your character leans to the man's side and gets the woman's attention. "Excuse me," <<= $hunter_heshe>> begins, but the man looks like he takes insult to the interruption. "The section regarding personal interactions in the RH Handbook is quite clear," <<= $hunter_heshe>> said, looking to the receptionist. "You are free to interact with others in a personal manner while on the job, so long as it does not prevent you from doing your asigned tasks." The man blinked, and stepped back from the desk. "I do not find that unreasonable," <<= $hunter_heshe>> adds.</p>\n\n\t<p>The man and woman look at each other, and the man turns to leave, their conversation now over. "I do not see your data here," she began, looking a little annoyed. "Which is strange, because—"</p>\n\n\t<p>"It should show up automatically," the Hunter agreed, nodding at the idea. "Quite true, though I have had issue with this before," <<= $hunter_heshe>> added with a sigh. "I'd recommend looking me up manually," <<= $hunter_heshe>>said, before she could do much more than look over her two other monitors. Everyone else in the room had shown up on the internal scanners.</p>\n\n\t<p>"I can do that," she confirmed. "[[What's your name?|New_Name]]"</p>\n\n\t<<elseif ($hunter_personality is "Intense") or ($hunter_personality is "Rough Life")>>\n\t<p>Moving up to the front doors, your Hunter shoves them open and out of <<= $hunter_hisher>> way and nearly striking two plain-clothed visitors that were on their way out of the building. Grunting a pardon, <<= $hunter_heshe>> moves into the main lobby, observing three Hunters clad in armour in front of a view screen which takes up most of the far wall. Moving up behind the man talking to the receptionist at the main desk, it takes only a few short sentences to determine that they're talking about something unrelated to work.</p>\n\n\t<p>A single hand upon the man's shoulder, and your character pushes them earnestly out of the way. "Excuse me," <<= $hunter_heshe>> says, <<if $hunter_personality is "Intense">>and it isn't meant as an apology<<else>> sighing, as <<= $hunter_heshe>> had come across more gruff than <<= $hunter_heshe>> had meant<</if>> The man frowns and is about to say something when his eyes are met by this new arrival. Taking a step back, the man moves away from the desk and leave the receptionist with the Hunter. "I need to see Senior Hunter Stalton, <<if $hunter_personality is "Intense">><i>now</i><<else>>if your don't mind<</if>>."</p>\n\n\t<p>Frowning at the Hunter, she looks to her holographic screens in front of her. They're supposed to display the data and statistics of everyone in the main hall, but this Hunter isn't on her screens. "I'm sorry, but—"</p>\n\n\t<p>"I'm not on your screen, <<if $hunter_personality is "Intense">><i>am I!?</i>" <<= $hunter_heshe>> asks in a raised voice. "Every time!" <<= $hunter_heshe>> roars, the three Hunters in the room turning to look at the outburst.<<else>>am I? That figures..." <span class="cap"><<= $hunter_heshe>></span> sighed. "That figures."<</if>> Eyes scanning the entries she has, the receptionist looks up and makes sure everyone else in the room is accounted for. They are. <<if $hunter_personality is "Intense">>"Just look me up <i>manually</i>," <<= $hunter_heshe>> insisted.<<else>>"The system always screws up my records."<</if>></p>\n\n\t<p><<if $hunter_personality is "Intense">>"Right!" she responded curtly, sitting up and learning over her keyboard. "I'll just— [[I'll just need your name|New_Name]]."<<else>>"I could look you up manually," she suggested, trying to be helpful.<</if>></p>\n\n\t<<if $hunter_personality is "Rough Life">><p>"Please."</p>\n\n\t<p>"[[What's your name?|New_Name]]"</p><</if>>\n\t\n\t<</if>>\n\n<table class="mun"><tr><td class="mun"><p><<if $huntermun is 1>><b>[[Huntermun|Huntermun]]:</b> Before you click that link to move the story forward: How did that sound? I want to make sure I get your character's personality right. If the above feels a little off then [[click here|New_Personality][$hunter_personality = 0]] to pick a different mindset for your Hunter.<<else>>Seemes wrong? [[Pick a Different Personality|New_Custom_Introduction][$hunter_personality = 0]].<</if>></p></td></tr></table>
<<if $selector_show is 0>>\n\n\t(<<= $selector_names[$x]>>)\n\n<<else>>\n\n\t<<= "<div class=\s"selector_desktop\s" style=\s"width:" + $selector_sizes[$x] + "; height:500px; overflow:hidden; float:left; margin-right:1%; margin-bottom:1%; padding:1%; position:realtive; background-color:blue;\s">\n\t\t\t\t\n\t\t<<display Selector_Tall>>\n\n\t</div>">>\n\n<</if>>
<<if $debug is 1>><span class="debug">X (Original): <<= $x>><br></span><</if>>\n\n<<if ($x is "anal") or ($x is "anus") or ($x is "arse") or ($x is "ass") or ($x is "ballsack") or ($x is "balls") or ($x is "bastard") or ($x is "bitch") or ($x is "biatch") or ($x is "blowjob") or ($x is "bollock") or ($x is "bollok") or ($x is "boner") or ($x is "boob") or ($x is "buttplug") or ($x is "clitoris") or ($x is "cock") or ($x is "crap") or ($x is "cunt") or ($x is "damn") or ($x is "dick") or ($x is "dildo") or ($x is "dyke") or ($x is "fag") or ($x is "faggot") or ($x is "feck") or ($x is "fuck") or ($x is "fucker") or ($x is "fellatio") or ($x is "fudgepacker") or ($x is "goddamn") or ($x is "hell") or ($x is "homo") or ($x is "ho") or ($x is "jerk") or ($x is "jizz") or ($x is "labia") or ($x is "lol") or ($x is "lmao") or ($x is "lmfao") or ($x is "muff") or ($x is "nigger") or ($x is "nigga") or ($x is "omg") or ($x is "penis") or ($x is "piss") or ($x is "poop") or ($x is "prick") or ($x is "pube") or ($x is "pussy") or ($x is "queer") or ($x is "scrotum") or ($x is "sex") or ($x is "shit") or ($x is "slut") or ($x is "smegma") or ($x is "spunk") or ($x is "tit") or ($x is "tosser") or ($x is "turd") or ($x is "twat") or ($x is "vagina") or ($x is "wank") or ($x is "whore") or ($x is "wtf")>>\n\n<<set $x to either("apple","asparagus","bannana","blinky","blossom","blueberry","bubbles","button","buttercup","carrot","clyde","cornbread","cucumber","cutie","daisy","flower","flutter","gourd","grape","inky","jelly-jam","leek", "link","meaddow","pea","pinky","pinkie","prince","princess","rainbow","rain","rarity","sparkle","sunny","sweetie","tomato","tricky","twlight","zelda")>>\n\n<<if $debug is 1>><span class="debug">X (Replaced): <<= $x>><br></span><</if>>\n\n<<endif>>
<<if $debug is 1>>Creator_Biology: <</if>>\n<<display Stylesheet_Selection>>\n\n<<if $hunter_sex is 0>>\n\t<<display Creator_Sex>>\n<<else>>\n\n\t<table width="100%">\n\t\t<tr>\n\t\t<td>Biological Sex: <<= $hunter_sex>></td>\n\t\t</tr>\n\t</table>\n\n<</if>>\n\n<br>\n\n<<if $hunter_gender is 0>>\n\t<<display Creator_Gender>>\n<<else>>\n\n\t<table width="100%">\n\t\t<tr>\n\t\t<td>Gender Identity: <<= $hunter_gender>></td>\n\t\t</tr>\n\t</table>\n\n<</if>>
<<if $debug[2] is 1>><span class="debug">\n\tMenus_Display: $x|<<= $x>>\n<<if $x is 0>><br><</if>>\n</span><</if>>\n\n/%\t$tabs_active[]: List of Tab Activity, Numbers\n\t\t0: Off, 1: Active, 2: On, 3: Disabled/Visible, 4: Special\n\t$tabs_name[]: List of Tab Names for Tabs\n\t$tabs_change[0,1]: Previous Active, New Active\n\t$tabs_special: If Tab is Special, Which Special\n\t$tabs_target: Target Display of All Menus\n\t$tabs_color: Current Theme-Design for Menu Display\n%/\n\n<<if $x is 0 and ($tabs_change[0] neq $tabs_change[1])>>\n\t<<set $tabs_active[$tabs_change[0]] = 2>>\n\t<<set $tabs_active[$tabs_change[1]] = 1>>\n<</if>>\n\n<<if $tabs_active[$x] is 1>>\n\t<<set $tabs_color = "active">>\n\t<<set $tabs_change[0] = $x>>\n<<elseif $tabs_active[$x] is 2>>\n\t<<set $tabs_color = "on">>\n<<elseif $tabs_active[$x] is 3>>\n\t<<set $tabs_color = "disabled">>\n<</if>>\n\n<<if $x neq $tabs_active.length>>\n\t<<if $tabs_active[$x] is 1 or $tabs_active[$x] is 2>>\n\t<<= "<a data-passage=\s"" + $tabs_target + "\s" class=\s"button\s" data-setter=\s"$tabs_change[1] = " + $x + "\s">" + $tabs_name[$x] + "</a>">>\n\n\t<<elseif $tabs_active[$x] is 3>>\n\t\t<<= $tabs_name[$x]>>\n\n\t<<elseif $tabs_active[$x] is 4>>\n\t\t<<if $tabs_special is 1>>\n\t\t\t/% Create Guided/Detailed/Premade Dropdown %/\n\t\t\tG/D/P\n\t\t<</if>>\n\t<</if>>\n\t<<set $x++>>\n\t<<display Menus_Display>>\n\n<</if>>
<<if $debug is 1>>Creator_Sex: <</if>>\n<<display Stylesheet_Selection>>\n\n<table width="100%">\n\t<tr>\n\t<td class="radio"></td>\n\t<td class="menus_header">Choose the Sex of your Hunter</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Female</span>\n\t<<radiobutton "$hunter_sex" "Female">></td>\n\t<td class="radio_choice">Your Hunter's biological sex is female.</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Male</span>\n\t<<radiobutton "$hunter_sex" "Male">></td>\n\t<td class="radio_choice">Your Hunter's biological sex is male.</td>\n\n\t</tr><<if $cheats_sex is 1>><tr>\n\t<td class="radio"><span class="radio_item">Female Herm</span>\n\t<<radiobutton "$hunter_sex" "Female Herm">></td>\n\t<td class="radio_choice">Your Hunter has male and female sexual organs with a female body shape, including pronouced breasts.</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Male Herm</span>\n\t<<radiobutton "$hunter_sex" "Male Herm">></td>\n\t<td class="radio_choice">Your Hunter has male and female sexual organs with a male body shape and no developed breats.</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">She-Male</span>\n\t<<radiobutton "$hunter_sex" "She-Male">></td>\n\t<td class="radio_choice">Your Hunter has a body society would deem as female, but instead of female sexual organs between their legs, they have male.</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Cuntboi</span>\n\t<<radiobutton "$hunter_sex" "Cuntboi">></td>\n\t<td class="radio_choice">Your Hunter has a body society would deem as male, but instead of male sexual organs between their legs, they have female.</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Genderless</span>\n\t<<radiobutton "$hunter_sex" "Genderless">></td>\n\t<td class="radio_choice">Easily the strangest sexual organ configuration available in Adaptation 21XX, this option would find your Hunter lacking all sexual configuration to start with.</td>\n\t</tr><</if>>\n</table>
<<if $debug is 1>># Visted This Link: <<= visited()>><</if>>\n<<if visited() is 1>><<set $time_add = 150>><</if>>\n\n<<display Character_Time>>\n\n<p>Flirting with Faith</p>\n\n<<display New_Lobby_Selection>>
<<if $debug is 1>>Species Var: <<= $hunter_species>>; Race Var: <<= $hunter_race>>; Design Var: <<= $hunter_design>><br><</if>>\n\n<<if $hunter_species is 0>>\n\t<<display Creation_Species>>\n\n<<else>>\n\t<<if $hunter_race is 0>>\n\t\t<<display Creation_Race>>\n\t<<else>>\n\t\t<<if ($hunter_species is "Mirroid") and ($hunter_design is 0)>>\n\t\t\t<<display New_Mirroid>>\n\t\t<</if>>\n\t<</if>>\n<</if>>\n\n<<if $hunter_species neq 0>><b>Chosen Species:</b> <<= $hunter_species>> <span class="replace">[[Reset Species|New_Custom_Start][$hunter_species = 0; $hunter_race = 0; $hunter_design = 0]]</span><</if>>\n\n<<if $hunter_race neq 0>><br><b>Chosen Race:</b> <<= $hunter_race>> <span class="replace">[[Reset Race|New_Custom_Start][$hunter_race = 0; $hunter_design = 0]]</span><</if>>\n\n<<if $hunter_species is "Mirroid">>\n\t<<if $hunter_design neq 0>><br><b>Chosen Design:</b> <<= $hunter_race>> <span class="replace">[[Reset Design|New_Custom_Start][$hunter_design = 0]]</span>\n\t<</if>>\n<</if>>
/% Have to make sure each Actor's Steps are Decrimented every single Step. This will help determine whose actions occur at the same time as other's. %/\n\n<<if $x lte $fighting_group>>\n\t\n<</if>>
<<if $debug[2] is 1>><span class="debug green">\n\tMenus_Selector\n</span><br><</if>>\n\n<<set $x = 0>>\n<<display Menus_Selector_Sizes>>\n\n<<set $x = 0>>\n<<display Menus_Selector_Display>>
/% PassageHeader has the check for this button %/\n<<if passage() neq $ui_back>>\n\t<<= "[[Return|" + $ui_back + "]]">>\n<</if>>\n\n<<if $gamevars[0] gte 3>>[[Character|Sheet][$menu_items = 6; $menu_active = [3,2,2,2,2,0]; $menu_change[0] = "Details"]]<</if>>\n\n<<if $gamevars[0] gte 4>>[[Codex]]<</if>>\n\n/% Debug: Menu(On/Off), Basics, Draw, Calculations, Combat %/\n<<if $debug[0] is 1 or $cheats_debug is 1>>\n\t<<if $debug[1] is 0>>[[Debug Basic (Off)|passage()][$debug[1] = 1]]\n\t<<elseif $debug[1] is 1>>[[Debug Basic (On)|passage()][$debug[1] = 0]]\n\t<</if>>\n\t<<if $debug[2] is 0>>[[Debug Drawn (Off)|passage()][$debug[2] = 1]]\n\t<<elseif $debug[2] is 1>>[[Debug Drawn (On)|passage()][$debug[2] = 0]]\n\t<</if>>\n\t<<if $debug[3] is 0>>[[Debug Calc (Off)|passage()][$debug[3] = 1]]\n\t<<elseif $debug[3] is 1>>[[Debug Calc (On)|passage()][$debug[3] = 0]]\n\t<</if>>\n\t<<if $debug[4] is 0>>[[Debug Combat (Off)|passage()][$debug[4] = 1]]\n\t<<elseif $debug[4] is 1>>[[Debug Combat (On)|passage()][$debug[4] = 0]]\n\t<</if>>\n<</if>>\n\n<<if $cheater is 1>>[[Cheats]]<</if>>\n\n[[Options]]
<<if $debug is 1>>Creator_Personality: <</if>>\n<<display Stylesheet_Selection>>\n\n<table width="100%"><tr>\n\n\t<td class="radio">\n\t<<button [[Choose Personality|GameStart_Creator]]>><</button>></td>\n\t<td class="menus_header">Choose your Hunter's Personality</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">Slacker</span><<radiobutton "$hunter_personality" "Slacker">></td>\n\t<td class="radio_choice">The Hunter you've chosen to play is known for being very relaxed in their work. Though <<print $hunter_heshe>> is often seen to put in the minimal amount of work, <<print $hunter_heshe>> still gets the job done... technically.</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">Easygoing</span><<radiobutton "$hunter_personality" "Easygoing">></td>\n\t<td class="radio_choice">No matter what happens, your Hunter is known for going with the flow. Whatever weirdness or unexpected events unfold, <<print $hunter_heshe>> is known for rolling with the punches.</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">Jumpy</span><<radiobutton "$hunter_personality" "Jumpy">></td>\n\t<td class="radio_choice">Your Hunter isn't all there. Perhaps they've had one-to-many run-ins with Rogues that nearly finished them off, or perhaps they're still recovering from a substance problem in their past. Whatever the case, <<print $hunter_heshe>> is known as being a bit fidgety.</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">Normal</span><<radiobutton "$hunter_personality" "Normal">></td>\n\t<td class="radio_choice">Your Hunter isn't yet known for any particular type of personality. That's not to say <<print $hunter_heshe>> doesn't have one, just that their reactions are classified as "normal" for the purposes of 21XX's society.</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">By the Book</span><<radiobutton "$hunter_personality" "By the Book">></td>\n\t<td class="radio_choice">The very essence of someone who does not step out of line, your Hunter is known for adhiring to laws and proceedure. Often seen as a stick-in-the-mud, <<print $hunter_heshe>> does still know what fun is and how to have it... they are just not known as someone who breaks the rules to do it.</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">Rough Life</span><<radiobutton "$hunter_personality" "Rough Life">></td>\n\t<td class="radio_choice">Though past experiences, your Hunter is always ready for the next awful thing to happen to them. <span class="cap"><<print $hunter_heshe>></span> lives rolling with the punches, always expecting the next bad event lies in wait for them just around the next corner.</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">Intense</span><<radiobutton "$hunter_personality" "Intense">></td>\n\t<td class="radio_choice">Life is nothing to joke about, and your Hunter knows it. Sometimes other people even question whether <<print $heshe>> even knows what a joke <i>is</i>. Still, they approach everything in life at full intensity, seeing even the smallest problems as a challenge to be the victor over.</td>\n\n</tr></table>
<p>Many years ago—in the ancient times of the 1990’s—I created a TI-BASIC Game called Maverick Hunter Fighter—with a number of nonsensical subtitles after the end of it ala the age of Street Fighter II—and shared it all over my high school for free. Originally adapted from a much more simple gamed called Hick Quest III, I ripped the game into tiny shreds, teaching myself much of TI-BASIC from just poking around in it.</p>\n\n<p>MHF grew into a text-based, Pokémon-battle-like game that was so huge it would no longer fit on the TI-85 it was programmed for. I had to completely rewrite it and, indeed, it was my first experience coding for Cross-Generation gaming as I had to make a less complex version to keep running on TI-85 while I moved up to TI-86. And still, even with teachers catching students playing it and wiping their calculator memory, everyone kept enjoying it.</p>\n\n<p>Why am I telling you all this? Well, because it was my last and greatest text-based RPG. And as RPG's went, it didn't have much of a bite to it... not like the role-playing I expect today from the likes of series like Mass Effect or tabletop games like Werewolf: The Apocalypses… and certainly not like the role-playing I hope to include in Adaptation 21XX, the game I hope you’re either about to enjoy or already have.</p>\n\n<p>The simple truth is that I always knew I'd come back to this kind of format, this kind of game, if I ever could... and nearly 20 years later, here I am, going at it again. Using TWINE 1.42, SugarCube 2, and my rusty if expansive experience with HTML and CSS. I'm hoping this game will look better than most of the other text-based games you've played, and have deeper gameplay and story than you’d imagine.</p>\n\n<p>But more than that, I've been a firm believer that you can make a great game with limited resources, and now I get to try that again. I could go on and on with the games that inspire me to make this original work, but needless to say they are numerous. Indeed, they are too numerous to fit into the flow of this Preface, which is why I’ve included them in my Special Thanks page.</p>\n\n<p>It is my hope that you find within Adaptation 21XX a game far beyond what you’d expect or even though possible in the realm of text. I’m really putting my all into it… and if you think you see something worthy here, I’m taking tips and wouldn’t mind some Patrons. I know, you probably get asked that a lot, but I tend to believe it’s better to ask than to not. I really could use a steady income and I will be taking player feedback directly. You can even contribute directly to any feature you’d like to see expanded!</p>\n\n<p>I hope you enjoy this adventure. There’s no horizontal, and you control the vertical. The sign up ahead? “Welcome to Earthsaver”.</p>\n\n<br><div style="margin-left: 100px"><i>See you in the Future,<br>—<b>[[Huntermun]]</b></i></div><br>\n\n<div class=“menu_buttons”><<button [[Back|previous()]]>><</button>></div>
<<if $debug is 1>>Creator_Personality: <</if>>\n<<display Stylesheet_Selection>>\n\n<table width="100%"><tr>\n\n\t<td class="radio">\n\t<<button [[Choose Personality|New_Custom_Introduction]]>><</button>></td>\n\t<td class="menus_header">Choose your Hunter's Personality</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">Easygoing</span><<radiobutton "$hunter_personality" "Easygoing">></td>\n\t<td width="*">No matter what happens, your Hunter is known for going with the flow. Whatever weirdness or unexpected events unfold, <<print $hunter_heshe>> is known for rolling with the punches.</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">Normal</span><<radiobutton "$hunter_personality" "Normal">></td>\n\t<td width="*">Your Hunter isn't yet known for any particular type of personality. That's not to say <<print $hunter_heshe>> doesn't have one, just that their reactions are classified as "normal" for the purposes of 21XX's society.</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">Cynic</span><<radiobutton "$hunter_personality" "Cynic">></td>\n\t<td width="*">Though past experiences, your Hunter is always ready for the next awful thing to happen to them. <span class="cap"><<print $hunter_heshe>></span> lives rolling with the punches, always expecting the next bad event lies in wait for them just around the next corner.</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">Jumpy</span><<radiobutton "$hunter_personality" "Jumpy">></td>\n\t<td width="*">Your Hunter isn't all there. Perhaps they've had one-to-many run-ins with Rogues that nearly finished them off, or perhaps they're still recovering from a substance problem in their past. Whatever the case, <<print $hunter_heshe>> is known as being a bit fidgety.</td>\n\n</tr></table>
<<set $time_x = $time_add + $time_hours>>\n\n<<if $debug is 1>>(Before Loop) Day: <<= $time_day>>; Hours: <<= $time_hours>>; Time Add: <<= $time_add>>; Time Total(X): <<= $time_x>>;<br><</if>>\n\n\t<<display Character_Time_Loop>>\n\n<<if $debug is 1>>(After Loop) Day: <<= $time_day>>; Hours: <<= $time_hours>>; Time Add: <<= $time_add>>; Time Total(X): <<= $time_x>>;<br><</if>>\n\n<table class="time">\n\t<tr>\n\t<td class="time_word" id="word">Day</td>\n\t<td class="time_num" id="num"><<= $time_day>></td>\n\t<td class="time_spacer"></td>\n\t<td class="time_num" id="num"><<if $time_hours lt 10>>0<</if>><<if $time_hours lt 100>>0<</if>><<if $time_hours lt 1000>>0<</if>><<= $time_hours>></td>\n\t<td class="time_word" id="word">Hours</td>\n\t\t<<if $time_add neq 0>>\n\t<td class="time_spacer"></td>\n\t<td class="time_num" id="num">+\n\t\t<<if $time_add lt 60>><<= $time_add>>\n\t\t<<elseif ($time_add gte 60) and ($time_add lt 1440)>><<= (($time_add)/60).toFixed(2)>>\n\t\t<<elseif ($time_add gte 1440) and ($time_add lt 10080)>><<= (($time_add)/1440).toFixed(2)>>\n\t\t<<elseif $time_add gte 10080>><<= (($time_add)/10080).toFixed(2)>>\n\t\t<</if>>\n\t</td>\n\t<td class="time_word" id="word">\n\t\t<<if $time_add lt 60>>Minutes\n\t\t<<elseif ($time_add gte 60) and ($time_add lt 1440)>>Hours\n\t\t<<elseif ($time_add gte 1440) and ($time_add lt 10080)>>Days\n\t\t<<elseif $time_add gte 10080>>Weeks\n\t\t<</if>>\n\t</td>\n\t\t<</if>>\n\t</tr>\n</table>\n\n<<set $time_add = 0>>
<<set $hunter_name = [0,0,0,0,0,0,0]>>\n/%\t0: Type: european, mononym, eastern\n\t1: First Name / Given Name\n\t2: Middle Name\n\t3: Last Name / Surname\n\t4: Prefix\n\t5: Suffix\n%/\n\n<<set $hunter_form = [0,0,0,0,0,0,0]>>\n/%\t0: Species\n\t1: Head\n\t2: Torso\n\t3: Arms\n\t4: Legs\n\t5: Tails\n\t6: Wings\n%/\n\n<<set $hunter_internal = [0,0,0]>>\n/%\t0: Bone\n\t1: Muscle\n\t2: Blood\n%/\n\n<<set $hunter_flavor = [0,0,0,0,0]>>\n/%\t0: Skin Taste\n\t1: Breast "Milk"\n\t2: Vagina Lube\n\t3: Male Semen\n\t4: Body Scent\n%/\n\n<<set $hunter_species = 0; $hunter_skintone = [0,0,0]; $hunter_cybernetics = 0; $hunter_race = 0; $hunter_make = 0; $hunter_model = 0; $hunter_breed = 0; $hunter_sex = 0; $hunter_gender = 0; $hunter_personality = 0; $hunter_rank = 0>>\n\n<<set $hunter_str = ["Strength", 1]; $hunter_dex = ["Dexterity", 1]; $hunter_sta = ["Stamina", 1]>>\n\n<<set $hunter_cha = ["Charisma", 1]; $hunter_manip = ["Manipulation", 1]; $hunter_app = ["Appearance", 1]>>\n\n<<set $hunter_per = ["Preception", 1]; $hunter_int = ["Intelligence", 1]; $hunter_wits = ["Wits", 1]>>\n\n<<set $hunter_alert = ["Alertness", 0]; $hunter_ath = ["Athletics", 0]; $hunter_brawl = ["Brawl", 0]; $hunter_caro = ["Carousing", 0]; $hunter_emp = ["Empathy", 0]; $hunter_express = ["Expression", 0]; $hunter_instinct = ["Instinct", 0]; $hunter_intim = ["Intimidation", 0]; $hunter_leader = ["Leadership", 0]; $hunter_scr = ["Scrounge", 0]; $hunter_sub = ["Subterfuge", 0]; $hunter_under = ["Underworld", 0]>>\n\n<<set $hunter_ani = ["Animalism", 0]; $hunter_arch = ["Archery", 0]; $hunter_cook = ["Cooking", 0]; $hunter_crafts = ["Crafts", 0]; $hunter_crim = ["Criminality", 0]; $hunter_etiq = [ "Etiquette", 0]; $hunter_gam = [ "Gambling", 0]; $hunter_melee = ["Melee", 0]; $hunter_perf = ["Performance", 0]; $hunter_pilot = ["Piloting", 0]; $hunter_guns = ["Ranged", 0]; $hunter_ste = ["Stealth", 0]; $hunter_sur = ["Survival", 0]>>\n\n<<set $hunter_akea = ["Area: Earthsaver", 0]; $hunter_com = ["Computer", 0]; $hunter_con = ["Conspiracies", 0]; $hunter_eni = ["Enigmas", 0]; $hunter_geek = ["Geek Lore", 0]; $hunter_inv = ["Investigation", 0]; $hunter_law = ["Law", 0]; $hunter_med = ["Medicine", 0]; $hunter_sci = ["Science", 0]; $hunter_fab = ["Fabrication", 0]; $hunter_tech = ["Technology", 0]>>\n\n
<<if $possessive.charAt($possessive.length - 1) is "s">>'<<else>>'s<</if>>
<<radiobutton "$options_window" "Mun">> Default\n<<radiobutton "$options_window" "White">> White\n<<radiobutton "$options_window" "Cyan">> Cyan\n<<radiobutton "$options_window" "Amber">> Amber\n<<radiobutton "$options_window" "Lime">> Lime\n<<radiobutton "$options_window" "Hunter">>\n<<radiobutton "$options_window" "Red">>\n<<radiobutton "$options_window" "Magenta">>\n<<radiobutton "$options_window" "Yellow">>\n<<radiobutton "$options_window" "Tan">>\n<<radiobutton "$options_window" "Brown">>\n<<button [[Select|Options]]>><</button>>\n\nInstructions from Huntermun, the Author: <<if $huntermun is 1>>[[On|Options][$huntermun = 0]]<<else>>[[Off|Options][$huntermun = 1]]<</if>>\n\n<<nobr>>\n<b>Colorblindness:</b> <<if $options_colorblindness is 0>>None<<else>>[[None|Options][$options_colorblindness = 0]]<<endif>> | \n<b>Colorblindness:</b> <<if $options_colorblindness is 0>>None<<else>>[[Red/Green|Options][$options_colorblindness = "redgreen"]]<<endif>> | \n<b>Colorblindness:</b> <<if $options_colorblindness is 0>>None<<else>>[[Complete|Options][$options_colorblindness = "complete"]]<<endif>>\n<<endnobr>>\n\n<<if $options_animations is "0">>[[Turn Animations On|Options][$options_animations = 1]]<else>[[Turn Animations Off|Options][$options_animations = 0]]<<endif>>\n\n[[Go Back|previous()]]
<<= "<<= $" + $selector_category + "_" + $selector_data + ">>">>
<p>Wrapped around the main science fiction plot of Adaptation 21XX is a tale of transformation. The character you’ll guide through the game and story is one of your own creation, and events which unfold rather quickly within the main plot will begin to change them, physically. How do they deal with this situation? It’s up you. Will they seek to change back, find a way to control it, or simply go with the flow?</p>\n\n<p>The game also asks about their relationships with their fellow Rogue Hunters, the people of the city of Earthsaver, the city itself, and even the very Rogues they seek to hunt down. How do they interact with them? What effects will their interactions with others have? What changes might be forced upon the people they come into contact with?</p>\n\n<p>Below is a list of some of the content planned to be explored in the game. As this game is in Pre-Alpha as I write this paragraph, it’s already an old list if you’re reading it. You shouldn’t even be playing the game until Alpha. Still, I don’t see a lot of the below changing and there’s quite likely to be more. I should point out, the more controversial, squick, and trigger-like content can be altered of frequency in the Options Menu. Some can even be turned off entirely.</p>\n\nVarious Transformations:<ul>\n\t<li>Gender Shifting such as Male to Female, Female to Male, and all kinds of alternatives in-between</li>\n\t<li>Growth of a mainly sexual variety, but does also include height, weight, and muscle mass</li>\n\t<li>Shrinkage of all the same varieties as Growth, just the opposite direction\n</li>\n\t<li>Age Progression and Regression: just as it says, the character may become quite young or quite old</li>\n\t<li>Into or out from any of the programmed body types: bipedal, quadrupedal, centaurian, or serpentine</li>\n\t<li>Species Change: from Human to Animal, Animal to Human, or—again—many places in-between</li>\n</ul>\n\nMature Content:<ul>\n\t<li>Sexual Content, both detailed and implied</li>\n\t<li>Swearing and Racial Slurs</li>\n\t<li>Violence, even to the point of Ultra Violence</li>\n\t<li>Incest (currently limited to siblings)</li>\n\t<li>Religion, including gaining or losing faith</li>\n</ul>\n\n<div class=“menu_buttons”><<button [[Back|previous()]]>><</button>><<button [[Options]]>><</button>></div>
[[Base]]
Set Variable <<= $x>> to Taur-Half details.
<<= "<<set $y to $menu_" + $menu_type + "_active[$x]>>">>\n\n<<if $debug is 1>><span class="debug">\n\t<<if $x is 0>>Menu_Draw: \n\t\t<<if $menu_type is "tl">>Left to Right, Left Tabs\n\t\t<<elseif $menu_type is "tr">>Right to Left, Right Tabs\n\t\t<<elseif $menu_type is "sl">>Multiple Item, Big Selection\n\t\t<<elseif $menu_type is "sb">>Left Sidebar List\n\t\t<</if>><br>\n\t<</if>></span>\n\t<<display Menu_Debug>>\n<</if>>\n\n\n<<if $y gte 0>>\n\t\t\t\t\t\t/% 0: Off, Not Shown. %/\n\n\t\t/%\t$a will be text for CSS\n\t\t\t$z will be the current Active value\n\t\t\t\taltered to set Menu_Active (10 or 11) %/\n\n\t<<if $y is 1>>\t\t/% 1: Unavailable, Shown but Unclickable. %/\n\t\t<<set $a = "unavail">>\n\t<<elseif $y is 2>>\t/% 2: Inactive, Shown but Not Active %/\n\t\t<<set $a = "inactive">>\n\t<<elseif $y is 3>>\t/% 3: Active %/\n\t\t<<set $a = "active">>\n\t<<elseif $y is 4>>\t/% 4: Partial, Inactive %/\n\t\t<<set $a = "partial">>\n\t<<elseif $y is 5>>.\t/% 5: Active, even if Partial %/\n\t\t<<set $a = "active">>\n\t<</if>>\n\n\t<<= "<<set $z = $menu_" + $menu_type + "_active[" + $x + "]>>">>\n\t<<if $z is 2 or $z is 3>>\n\t\t<<set $b = "10">>\n\t<<elseif $z is 4 or $z is 5>>\n\t\t<<set $b = "11">>\n\t<</if>>\n\n\n\t\t/%\tMenu Spans as a part of Tabs, Left and Right %/\n\t<<if $menu_type is "tl" or $menu_type is "tr">>\n\n\t\t<<if $z is 1>>\n\t\t\t<<= "<span class=\s"menu_" + $menu_type + " " + $color + "_" + $a +"\s"><<= $menu_" + $menu_type + "_names[" + $x + "]>></span>">>\n\t\t<<elseif $z gte 2>>\n\t\t\t<<= "<a data-passage=\s"" + $menu_link + "\s" data-setter=\s"$menu_" + $menu_type + "_active[" + $x + "] to " + $b + "\s">\n\t\t\t<span class=\s"menu_" + $menu_type + " " + $color + "_" + $a + "\s">\n\t\t\t\t<<= $menu_" + $menu_type + "_names[$x]>>\n\t\t\t</span>\n\t\t\t</a>">>\n\t\t<</if>>\n\n\n\t\t/%\tMenu Spans as a part of Tabs, Left and Right %/\n\t<<elseif $menu_type is "tp">>\n\n\t\t<<if $z is 1 or $z is 3>>\n\t\t\t<<= "<span class=\s"menu_tp " + $color + "_" + $a +"\s"><<= $menu_tp_names[" + $x + "]>></span>">>\n\t\t<<elseif $z is 2>>\n\t\t\t<<= "<a data-passage=\s"" + $menu_link + "\s" data-setter=\s"$menu_" + $menu_check[0] + "_active[" + $menu_check[1] + "] = " + $menu_check[2] + "; " + $menu_tp_reset[$x] + "\s">\n\t\t\t<span class=\s"menu_tp " + $color + "_" + $a + "\s">\n\t\t\t\t<<= $menu_tp_names[$x]>>\n\t\t\t</span>\n\t\t\t</a>">>\n\t\t<</if>>\n\n\n\t\t/% Menu Selector fills the screen with choices %/\n\t<<elseif $menu_type is "sl">>\n\n/%\t\t$Menu_Link is the Main Frame linked to by the Menu\n\t\t$Menu_Change is the what is being altered. This string helps to pull out it's own data from an Array elsewhere as well as telling the game what data the Player will pull from later. For example, a $change of "species" will pull from "$species_" + type of species (hunter, mirroid, etc.) and so $species_human. And, therefore, it will write what the Player's species is into $hunter + $change or $hunter_species = "human". Purposefuly naming conventions are important here for consistency. The same data will be pulled from npc_name_ instead of hunter_ to target the same Array data.\n\t\t$menu_sl_names below is like other $Menu_X_Names except that the name is used to figure out what Array data is being called from. In the previous paragraph, the Name written in—and only the screen—was "human", so $change_human is $species_human by putting those two together.\n\t\t$Menu_Check tells this particular Selector who it's daddy is... or, rather, what item of the main frame should remain in charge when building the link. 0 is which tab should have focus, 1 is which placement, and 2 is what kind of toggle. For the above, that'd be tl, 0, and 10 for it being Tabs Left, the first place, and 10 for it is Active or Inactive instead of Active/Partial.\n%/\n\n<<if $debug is 1>><span class="debug">Menu_Target: <<= $menu_check>><br></span><</if>>\n\n<<= "<div class=\s"menu_sl " + $menu_height + "\s" style=\s"width: " + $menu_sl_rows[$x] + "\s">\n\t<a data-passage=\s"" + $menu_link + "\s" data-setter=\s"$hunter_" + $menu_change + " = '" + $menu_sl_names[$x] + "'; $menu_" + $menu_check[0] + "_active[" + $menu_check[1] + "] = " + $menu_check[2] + "\s">\n\t<div class=\s"menu_sl_body " + $color + "_" + $a + "\s">\n\t\t<div class=\s"menu_sl_name\s"><<= $menu_sl_names[" + $x + "]>></div>\n\t\t<<= $" + $menu_change + "_" + $menu_sl_names[$x] + "[1] >>\n\t</div>\n\t</a>\n</div>">>\n\n\t<<elseif $menu_type is "mm">>\n\n\t\t<<if $menu_mm_active[$x] is 1>>\n<<= "\n<div class=\s"menu_bl\s">\n\t<span class=\s"menu_bl_name\s"><<= $model_" + $menu_mm_names[$x] + "[0]>></span>\n\t<div class=\s"menu_bl_text " + $color + "_" + $a + "\s"><<= $model_" + $menu_mm_names[$x] + "[1]>></div>\n</div>">>\n\n\t\t<<elseif $menu_mm_active[$x] gt 1>>\n\n<<= "\n<div class=\s"menu_bl\s">\n\t<a data-passage=\s"" + $menu_link + "\s" data-setter=\s"$hunter_" + $menu_change + " = '" + $menu_mm_names[$x] + "'; $menu_" + $menu_check[0] + "_active[" + $menu_check[1] + "] = " + $menu_check[2] + "\s">\n\t<span class=\s"menu_bl_name\s"><<= $model_" + $menu_mm_names[$x] + "[0]>></span>\n\t<div class=\s"menu_bl_text " + $color + "_" + $a + "\s"><<= $model_" + $menu_mm_names[$x] + "[1]>></div>\n\t</a>\n</div>">>\n\n\t\t<</if>>\n\n\t<<elseif $menu_type is "sb">>\n\n\t\t<<if $z is 1>>\n\t\t\t<<= "<li class=\s"menu_sb " + $color + "_" + $a + "\s">" + $menu_sb_names[$x] + "</li>">>\n\t\t<<elseif $z gte 2>>\n\t\t\t<<= "<a data-passage=\s"" + $menu_link + "\s" data-setter=\s"$menu_" + $menu_check[0] + "_active[" + $menu_check[1] + "] = " + $menu_check[2] + "; $menu_sb_active[" + $x + "] = 10 \s">\n\t\t\t<li class=\s"menu_sb " + $color + "_" + $a + "\s">" + $menu_sb_names[$x] + "</li>\n\t\t\t</a>">>\n\t\t<</if>>\n\n\t<<elseif $menu_type is "br">>\n/% Breed Menu Type %/\n\t<</if>>\n\n\t<<set $x++>>\n\t<<display Menu_Draw>>\n\n<<else>>\n\t<<set $x = 0; $y = 0; $z = -1; $a = 0; $b = 0>>\n<</if>>\n
table.menus {\n\tborder: 0px;\n\tpadding: 0px; margin: 0px;\n\t}\n\ntd.menus_header {\n\tfont-family: Arial Narrow, Arial;\n\tfont-size: 18pt; vertical-align: center\n\t}\n\ntd.menus {\n\tpadding: 0px; margin: 0px;\n\t}\n\nul.menus {\n\tfont-size: 0px;\n margin: 0; padding: 0;\n\tlist-style-type: none;\n\t}\n\nli.menus, li.menus_small {\n\tdisplay: block; float: left;\n\tborder: 1px; border-style: solid;\n\twhite-space: nowrap;\n\t}\n\nli.menus {\n\tfont-size: 10pt;\n\tpadding-left: 10px; padding-right: 10px;\n\tmargin-right: 7px; margin-bottom: 4px;\n\t}\n\nli.menus_small {\n\tfont-size: 9pt;\n\tpadding-left: 6px; padding-right: 6px;\n\tmargin-right: 3px; margin-bottom: 3px;\n\t}\n\nli.highlight {\n\tborder-color: white; font-color: white;\n\t}\n\nspan.menus_item {\n\tfont-size: 9pt;\n\tdisplay: block; float: left;\n\twhite-space: nowrap;\n\t}\n\n\n\ntd.selection_left {\n\ttext-align: right; vertical-align: top;\n\tpadding-right: 15px; width: 200px\n\t}\ntd.selection_right {\n\tpadding-bottom: 10px;\n\t}\nspan.selection {\n\tfont-size: 14pt;\n\t}\n\ndiv.skin {\n\tdisplay: block;\n\ttext-align: center; vertical-align: middle;\n\twidth: 90px; height: 50px;\n\tborder: thin solid white;\n\tmargin: auto; color: black;\n\t}\ntd.skin {\n\twidth: 20%; height: 80px;\n\ttext-align: center; vertical-align: middle;\n\tpadding: 0px;\n\t}
<<if $debug is "1">>\nExecuting Rolls<br>\nSetting Action Pool to 0 and Specialty to None<br>\n<<set $actor_pool to 0; $actor_specialty to "None">>\nPool (Before): <<= $actor_pool>>; Specialty(Before): <<= $actor_specialty>>; X: <<= $x>>; Y: <<= $y>>; Z: <<= $z>><br>\n<</if>>\n\n<<if $action[0] is "Ambushes">>\n\t<<display Rolls_Ambushes>>\n\n<<elseif $action[0] is "Brawling">>\n\t<<display Rolls_Brawling>>\n\n<<elseif $action[0] is "Dancing">>\n\t<<display Rolls_Dancing>>\n\n<<elseif $action[0] is "Dodging">>\n\t<<display Rolls_Dodging>>\n\n<<elseif $action[0] is "ListeningIn">>\n\t<<display Rolls_ListeningIn>>\n\n<</if>>\n\n\n<<if $debug is "1">>Pool (After): <<= $actor_pool>>; Specialty(Before): <<= $actor_specialty[0]>>; X: <<= $x>>; Y: <<= $y>>; Z: <<= $z>><br><</if>>\n\n
<p>As I expand the mythos of Adaptation 21XX, you may find Prequel Stories at my various profiles online to read/play through. It is my hope that, depending on your choices in those stories, you will alter a number of the variables or interactions in the main game of Adaptation 21XX.</p>\n\n<p>However, at this time, these stories do not exist and so all that’s on this page is a link back to the previous page.</p>\n\n<div class=“menu_buttons”><<button [[Back|previous()]]>><</button>></div>
<<if ($hunter_name[1] is "Burning") and ($hunter_name[3] is "Ember")>><<set $creator_warning[0] = 2>><<set $hunter_name[1] = 0; $hunter_name[3] = 0; $hunter_name[2] = 0>><</if>>\n\n<<if ($hunter_name[1] is "Cheater") and ($hunter_name[3] is "Cheater")>><<set $creator_warning[0] = 1; $cheater = 1; $hunter_name[1] = 0; $hunter_name[2] = 0; $hunter_name[3] = 0>><</if>>\n\n<<if ($hunter_name[1] is "Daniel") and ($hunter_name[3] is "Stalton")>><<set $creator_warning[0] = 2>><<set $hunter_name[1] = 0; $hunter_name[3] = 0; $hunter_name[2] = 0>><</if>>\n\n<<if ($hunter_name[1] is "Dee") and ($hunter_name[3] is "Bug")>><<if $debug is 0>><<set $creator_warning[0] = 1; $debug = 1; $hunter_name[1] = 0;$hunter_name[3] = 0>><<elseif $debug is 1>><<set $debug = 0; $hunter_name[1] = 0;$hunter_name[3] = 0>><<set $hunter_name[1] = 0; $hunter_name[3] = 0; $hunter_name[2] = 0>><</if>><<set $hunter_name[1] = 0; $hunter_name[3] = 0; $hunter_name[2] = 0>><</if>>\n\n<<if ($hunter_name[1] is "Glacial") and ($hunter_name[3] is "Accalia")>><<set $creator_warning[0] = 2>><<set $hunter_name[1] = 0; $hunter_name[3] = 0; $hunter_name[2] = 0>><</if>>\n\n<<if ($hunter_name[1] is "Faith") and ($hunter_name[3] is "Winslow")>><<set $creator_warning[0] = 2>><<set $hunter_name[1] = 0; $hunter_name[3] = 0; $hunter_name[2] = 0>><</if>>\n\n<<if ($hunter_name[1] is "Howard") and ($hunter_name[3] is "Johnson")>><<set $creator_warning[0] = 3>><<display Load_Howard>><</if>>\n\n<<if ($hunter_name[1] is "Jane") and ($hunter_name[3] is "O’Malley")>><<set $creator_warning[0] = 2>><<set $hunter_name[1] = 0; $hunter_name[3] = 0; $hunter_name[2] = 0>><</if>>\n\n<<if ($hunter_name[1] is "Joseph") and ($hunter_name[3] is "Shriner")>><<set $creator_warning[0] = 2>><<set $hunter_name[1] = 0; $hunter_name[3] = 0; $hunter_name[2] = 0>><</if>>\n\n<<if ($hunter_name[1] is "Perfurante") and ($hunter_name[3] is "Lebre")>><<set $creator_warning[0] = 2>><<set $hunter_name[1] = 0; $hunter_name[3] = 0; $hunter_name[2] = 0>><</if>>\n\n<<if ($hunter_name[1] is "Rover") and ($hunter_name[3] is "Norquest")>><<set $creator_warning[0] = 2>><<set $hunter_name[1] = 0; $hunter_name[3] = 0; $hunter_name[2] = 0>><</if>>\n\n<<if ($hunter_name[1] is "Tumiqat") and ($hunter_name[3] is "Helia")>><<set $creator_warning[0] = 2>><<set $hunter_name[1] = 0; $hunter_name[3] = 0; $hunter_name[2] = 0>><</if>>\n\n<<if ($hunter_name[1] is "Willis") and ($hunter_name[3] is "Tower")>><<set $creator_warning[0] = 2>><<set $hunter_name[1] = 0; $hunter_name[3] = 0; $hunter_name[2] = 0>><</if>>
<<if $debug is "1">>Executing Rolls_Assign<br>\nCharacter(Actor): <<= $actor>>; Attribute: <<= $x>>; Ability: <<= $y>><br><</if>>\n\n<<= "<<set $actor_attribute = " + $actor + $x + " >>">>\n<<= "<<set $actor_ability = " + $actor + $y + " >>">>\n\n<<if $debug is "1">>Attribute: <<= $actor_attribute[0]>>(<<= $actor_attribute[1]>>); Ability: <<= $actor_ability[0]>>(<<= $actor_ability[1]>>);<br><</if>>
<<if $debug is 1>>Creator_Name: <</if>>\n\n<<if ($hunter_name[1] neq 0) or ($hunter_name[3] neq 0) or ($hunter_name[2] neq 0)>><<display Creator_NameChecks>><</if>>\n\n\n<<if $creator_warning[0] is 1>><table class="invalid"><tr><td class="invalid"><<print $name_message>></td></tr></table>\n\n<<elseif $creator_warning[0] is 2>><table class="invalid"><tr><td class="invalid">Impersonating a Rogue Hunter is a Global Offense.</td></tr></table>\n\n<<elseif $creator_warning[0] is 3>><table class="invalid"><tr><td class="invalid">Loading Premade Rogue Hunter...</td></tr></table>\n\n<<elseif $creator_warning[0] is 4>><table class="invalid"><tr><td class="invalid">Name Contained Number</td></tr></table>\n<</if>>\n\n<<set $creator_warning[0] = 0; $name_message = 0>>\n\n\n<<if (($hunter_name[0] neq "Mononym") and ($hunter_name[3] neq 0))>><<set $hunter_name_pos = ($hunter_name[3].substring($hunter_name[3].length - 1))>>\n\n<<elseif ($hunter_name[0] is "Mononym") and ($hunter_name[1] neq 0)>><<set $hunter_name_pos = ($hunter_name[1].substring($hunter_name[1].length - 1))>>\n<</if>>\n\n\n<<if $debug is 1>><br>First Name Var: <<= $hunter_name[1]>>; Middle Name Var: <<= $hunter_name[2]>>; Last Name Var: <<= $hunter_name[3]>>;<br>Name Layout Var: <<= $hunter_name>>; Name Possessive: <<= $hunter_name_pos>><br><<endif>>\n\n\n<<if $hunter_name[0] is 0>>\n\n<table width="100%"><tr>\n<td class="radio"><<button [[Choose Config|GameStart_Creator]]>><</button>></td><td class="menus_header">Choose your Hunter's Name Configuration:</td>\n</tr><tr>\n<td class="radio"><span class="radio_item">First / Last</span><<radiobutton "$hunter_name[0]" "FirstLast">></td>\n<td width="*">Your Hunter's Name is spoken with the First Name preceding the Last Name.</td>\n</tr><tr>\n<td class="radio"><span class="radio_item">Surname / Given</span><<radiobutton "$hunter_name[0]" "SurGiven">></td>\n<td width="*">Your Hunter has a Surname and in polite company, other Hunters known to state it first.</td>\n</tr><tr>\n<td class="radio"><span class="radio_item">Mononym</span><<radiobutton "$hunter_name[0]" "Mononym">></td>\n<td width="*">Not as uncommon as it had become in the last few centuries, your Hunter has only a single name.</td>\n</tr></table>\n\n\n<<else>><table width="100%"><tr>\n<td class="radio"><<button [[Enter Name|GameStart_Creator]]>><</button>></td><td width="*"><b>Choose your Hunter's Name</b> <span class="replace">[[Reset Configuration|GameStart_Creator][$hunter_name[0] = 0]]</span></td>\n</tr><tr>\n<td></td>\n<td width="*">\n\n\n\t<<if $hunter_name[0] is "FirstLast">>\n\n\t<b>First Name</b>: <<if $hunter_name[1] is 0>><<textbox "$hunter_name[1]" "">><<else>><<= $hunter_name[1]>> <span class="replace">[[Replace|GameStart_Creator][$hunter_name[1] = 0]]</span><</if>><br>\n\n\t<b>Middle Initial or Name</b>: <<if $hunter_name[2] is 0>><<textbox "$hunter_name[2]" "">><<else>><<= $hunter_name[2]>> <span class="replace">[[Replace|GameStart_Creator][$hunter_name[2] = 0]]</span><</if>><br>\n\n\t<b>Last Name</b>: <<if $hunter_name[3] is 0>><<textbox "$hunter_name[3]" "">><<else>><<= $hunter_name[3]>> <span class="replace">[[Replace|GameStart_Creator][$hunter_name[3] = 0]]</span><</if>>\n\n\n\t<<elseif $hunter_name[0] is "SurGiven">>\n\n\t<b>Surname</b>: <<if $hunter_name[3] is 0>><<textbox "$hunter_name[3]" "" "GameStart_Creator" autofocus>><<else>><<print $hunter_name[3]>> <span class="replace">[[Replace|GameStart_Creator][$hunter_name[3] = 0]]</span><</if>><br>\n\n\t<b>Middle Initial or Name</b>: <<if $hunter_name[2] is 0>><<textbox "$hunter_name[2]" "" "GameStart_Creator">><<else>><<print $hunter_name[2]>> <span class="replace">[[Replace|GameStart_Creator][$hunter_name[2] = 0]]</span><</if>><br>\n\n\t<b>Given Name</b>: <<if $hunter_name[1] is 0>><<textbox "$hunter_name[1]" "" "GameStart_Creator">><<else>><<print $hunter_name[1]>> <span class="replace">[[Replace|GameStart_Creator][$hunter_name[1] = 0]]</span><</if>>\n\n\n\t<<elseif $hunter_name[0] is "Mononym">>\n\n\t<b>Name</b>: <<if $hunter_name[1] is 0>><<textbox "$hunter_name[1]" "" "GameStart_Creator" autofocus>><<else>><<print $hunter_name[1]>> <span class="replace">[[Replace|GameStart_Creator][$hunter_name[1] = 0]]</span><</if>><br>\n\n\t<</if>>\n\n</td></tr></table><</if>>
<table width="100%"><tr>\n\t<td class="radio"><<button [[Choose Premade|GameStart_Character]]>><</button>></td>\n\t<td class="menus_header">Select Your Rogue Hunter</td>\n</tr><tr>\n\t<td class="radio"><span class="radio_item">Howard Johnson</span><<radiobutton "$hunter_premade" "Howard">></b></td>\n\t<td class="radio_choice">A generic Premade for now, to skip the opening...</td>\n</tr></table>\n\n<<button [[Howard Johnson|Prologue_Areoport]]>><</button>>\n\n<br>\n\n<div class="menu_buttons"><<button [[Go Back|previous()]]>><</button>></div>
<span class="debug">\n\t<<if $menu_type is "tl">>\n\t\tLeft Tabs:\n\t<<elseif $menu_type is "tr">>\n\t\tRight Tabs:\n\t<<elseif $menu_type is "sb">>\n\t\tSidebar:\n\t<</if>> \n\t[X(Loop) <<= $x>>] \n\t[Y(Current) <<= "<<= " + $y + ">>">>] \n\t[Z(Active) <<= $z>>] \n\n\t<<if $menu_type is "tl">>\n\t\t[Tabs(L-R):\n\t<<elseif $menu_type is "tr">>\n\t\t[Tabs(R-L):\n\t<<elseif $menu_type is "sl">>\n\t\t[Select:\n\t<<elseif $menu_type is "sb">>\n\t\t[Sidebar:\n\t<</if>> <<= "<<= $menu_" + $menu_type + "_active>>">>] \n\n\t<<if $menu_type is "tl" or $menu_type is "tr">>\n\t\t[Kind: <<= $a>> Activation: <<= $b>>]\n\t<<elseif $menu_type is "sl">>\n\t\t[Inline Width: <<= $menu_sl_rows>>] [C: <<= $c>>]\n\t<</if>>\n\t<br>\n</span>
<h1>Adaptation 21XX</h1>\n\n<div class=“menu_buttons”>\n\t<<button [[Click this rectangle to Start Game|Start_Intro]]>><</button>><br>\n\n\t<<button [[Read Preface|Start_Preface]]>><</button>><<button [[Enter Password|Start_Password]]>><</button>><<button [[Content & Themes|Start_Content]]>><</button>><<button [[Special Thanks|Start_Thanks]]>><</button>>\n</div>\n\n<<button [[Test!|Test]]>><</button>>
<<if $debug is 1>>(Start Loop) Day: <<= $time_day>>; Hours: <<= $time_hours>>; Time Add: <<= $time_add>>; Time Total(X): <<= $time_x>>;<br><</if>>\n\n<<if $time_x gte 1440>>\n\t<<set $time_day += 1; $time_x = $time_x - 1440>>\n\t<<if $debug is 1>>(GTE 1440 Loop) Day: <<= $time_day>>; Hours: <<= $time_hours>>; Time Add: <<= $time_add>>; Time Total(X): <<= $time_x>>;<br><</if>>\n\t<<display Character_Time_Loop>>\n\n<<elseif ($time_x lt 1440) and ($time_x gt 0)>>\n\t<<set $time_hours = $time_x; $time_x = 0>>\n\t<<if $debug is 1>>(LT 1440 Loop) Day: <<= $time_day>>; Hours: <<= $time_hours>>; Time Add: <<= $time_add>>; Time Total(X): <<= $time_x>>;<br><</if>>\n\n<</if>>
<<set $breed_bluejay = ["bluejay","Long Desc","Short Desc"]>>\n\n<<set $breed_eagle = ["eagle","Long Desc","Short Desc"]>>\n\n<<set $breed_sparrow = ["sparrow","Long Desc","Short Desc"]>>
Set Variable <<= $x>> to Top-Half details.
<<= "<<set $y = " + $actor_prefix + "name">>\n\n/%\t$z[0] is for the Kind of Name Display: Hunter, Casual, etc.\n\t$z[1] is for the Subclass of Name Display\n\t$z[2] is for Possesive or Not %/\n\n<<if $z[0] is "hunter">>\n\t/% Name used for Offical Hunter Titles %/\n\t/% $hunter_rank[0]:\tRogue Hunter Unit\n\t/% $hunter_rank[1]:\tSquad Name\n\t/% $hunter_rank[2]:\tSquad Position %/\n\n\t<<if $z[1] is "formal">>\n\t\tHunter <<if $y[0] is "mononym">><<= $y[1]>>\n\t\t\t\t\t<<if $z[2] is 1>>\n\t\t\t\t\t\t<<set $possessive = $y[1]>><<display Insert Possessive>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<= $y[3]>>\n\t\t\t\t\t<<if $z[2] is 1>>\n\t\t\t\t\t\t<<set $possessive = $y[2]>><<display Insert Possessive>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\n\t<<elseif $z[1] is "title">>\n\t\t<<= $hunter_rank[2]>> <<if $y[0] is "mononym">><<= $y[1]>><<else>><<= $y[3]>><</if>>\n\n\t<<elseif $z[1] is "full">>\n\t\t<<= $hunter_rank[1]>>, <<= $hunter_rank[2]>> <<if $y[0] is "mononym">><<= $y[1]>><<else>><<= $y[2]>> <<= $y[3]>><</if>> of the <<= $hunter_rank[0]>>\n\t<</if>>\n\n<<elseif $z[0] is "casual">>\n\t<<if $z[1] is "first">>\n\t\t<<= $y[1]>>\n\t<</if>>\n\n<</if>>
<<if $debug is 1>><span class="debug">\n\tCreator_Name(3.0): <<= $hunter_name_type>>, <<= $hunter_name[0]>>; Name: <<= $hunter_name[1]>> <<= $hunter_name[2] >> <<= $hunter_name[3]>>\n</span><</if>>\n\n<<set $menu_check = ["tl",2,10];>>\n\n<<if $hunter_name_type neq null>>\n\t<<set $hunter_name[0] = $hunter_name_type>>\n\t<<unset $hunter_name_type>>\n<</if>>\n\n<<if $hunter_name[0] is 0>>\n\t<<set $menu_tp_names = ["Choose Name Style","N/A"]; $menu_tp_active = [10,0] >>\n\t<<set $menu_tp_reset = ["#top","N/A"]>>\n<<else>>\n\t<<set $menu_tp_names = ["Reset Name","Select European","Select Mononym","Select Eastern","Enter Name"]; $menu_tp_active = [2,2,2,2,10] >>\n\t<<set $menu_tp_reset[0] = "$hunter_name[0] = 0; $hunter_name[1] = 0; $hunter_name[3] = 0; $hunter_name[2] = 0" >>\n\t<<set $menu_tp_reset[1] = "$hunter_name[0] = 'european'" >>\n\t<<set $menu_tp_reset[2] = "$hunter_name[0] = 'mononym'; $hunter_name[3] = 0; $hunter_name[2] = 0">>\n\t<<set $menu_tp_reset[3] = "$hunter_name[0] = 'eastern'">>\n\t<<set $menu_tp_reset[4] = "#top" >>\n<</if>>\n\n<<set $menu_type = "tp">><<display Menu>>\n\n<<if ($hunter_name[1] neq 0) or ($hunter_name[3] neq 0) or ($hunter_name[2] neq 0)>><<display Creator_NameChecks>><</if>>\n\n<<if $creator_warning[0] gt 0>><<display Creator_Warnings>><</if>>\n\n<<if $hunter_name[0] is 0>>\n/% Use Selector for Name Type folow by Short Bar %/\n\t<<set $menu_sl_names = ["european","mononym","eastern"]>>\n\t<<set $menu_sl_active = [2,2,2]>>\n\n\t<<set $menu_change = "name_type">>\n\t<<set $menu_type = "sl"; $menu_height = "short">>\n\t<<display Menu>>\n\n<<else>>\n\n\t<<if $creator_warning[0] gt 0>>\n\t\t<<= "<div class=\s"message\s">\n\t\t\t\t<div class=\s"message_body " + $creator_warning[2] + "\s">\n\t\t\t\t\t<div class=\s"message_title " + $creator_warning[2] + "\s"><<= $creator_warning[1]>></div>\n\t\t\t\t\t<span class=\s"message_text " + $creator_warning[2] + "\s"><<= $creator_warning[2]>></span>\n\t\t\t\t</div>\n\t\t\t</div>">>\n\t\t<<set $creator_warning = [0,0,0,0]>>\n\t<</if>>\n\n\t<<if $hunter_name[1] is 0>><<set $hunter_name[1] to "">><</if>>\n\t<<if $hunter_name[2] is 0>><<set $hunter_name[2] to "">><</if>>\n\t<<if $hunter_name[3] is 0>><<set $hunter_name[3] to "">><</if>>\n\n\t<table style="width: 100%; position: relative; overflow: hidden;">\n\t\t<tr>\n\t\t<td style="width: 33%; position: relative; overflow: hidden;">\n\t\t\t<div style="width; max-width: 100%: 100%; overflow: hidden">\n\t\t\t<<if $hunter_name[0] neq "mononym">>\n\t\t\t\t<<if $hunter_name[0] is "european">>\n\t\t\t\t\t<div class="menu_it_name">First Name</div>\n\t\t\t\t\t<<textbox "$hunter_name[1]" $hunter_name[1] "Creator" autofocus>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class="menu_it_name">Surname</div>\n\t\t\t\t\t<<textbox "$hunter_name[3]" $hunter_name[3] "Creator" autofocus>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t\t</div>\n\t\t</td>\n\t\t<td style="width: 33%; position: relative; overflow: hidden;">\n\t\t\t<div style="width; max-width: 100%: 100%; overflow: hidden">\n\t\t\t<<if $hunter_name[0] neq "mononym">>\n\t\t\t\t<div class="menu_it_name">Middle Name</div>\n\t\t\t\t<<textbox "$hunter_name[2]" $hunter_name[2] "Creator">>\n\t\t\t<<else>>\n\t\t\t\t<div class="menu_it_name">Name</div>\n\t\t\t\t<<textbox "$hunter_name[1]" $hunter_name[1] "Creator" autofocus>>\n\t\t\t<</if>>\n\t\t\t</div>\n\t\t</td>\n\t\t<td style="width: 33%; position: relative; overflow: hidden;">\n\t\t\t<div style="width; max-width: 100%: 100%; overflow: hidden">\n\t\t\t<<if $hunter_name[0] neq "mononym">>\n\t\t\t\t<<if $hunter_name[0] is "european">>\n\t\t\t\t\t<div class="menu_it_name">Last Name</div>\n\t\t\t\t\t<<textbox "$hunter_name[3]" $hunter_name[3] "Creator">>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class="menu_it_name">Given Name</div>\n\t\t\t\t\t<<textbox "$hunter_name[1]" $hunter_name[1] "Creator">>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t\t</div>\n\t\t</td>\n\t\t</tr>\n\t</table>\n\n<br>[[Submit Name|Creator][$menu_tl_active[2] = 10]]\n\n<</if>>\n\n/% Layout:\n\tPrefixes Civilian\n\tPrefixe Rogue Hunter (Squad Commander, Squaddie if Recruit)\n\tFirst Name\n\tMiddle Name\n\tLast Name\n\tSuffix\n%/
<span class="sheet_aa">\n\t<<= "<<= " + $actor_prefix + $z +"[0]>>">>\n</span>\n\n<span class="sheet_bn">\n<<= "<<= " + $actor_prefix + $z + "[1]>>">>\n</span>\n\n<span class="sheet_an">\n...\n</span>\n\n<<set $x to 2>>\n\n<<display SDAA_Specialty>>
<<if $debug is 1 and $x is 0>><div class="debug">Length(<<= $color_list.length>>): <<= $color_list>><br></div><</if>>\n<<if $x lt $color_list.length>>\n\t<<= "<<set $y = $color_" + $color_list[$x] + ".slice(0,3)>>">>\n\t<div class="color_wrapper five">\n\t\t<<= "<<set $color_draw = [\s"only\s"," + $y + "]>>">>\n\t\t<<if $debug is 1>><div class="debug">X(<<= $x>>): <<= $color_draw>><br></div><</if>>\n\t\t<<display Color_Draw>>\n\t</div>\n\t<<set $x++>>\n\t<<display Creator_Skintone_Draw>>\n<</if>>
<<nobr>>\n\n<<if $hunter_sex is 0>>\n\n<table width="100%">\n\t<tr>\n\t<td class="radio">\n\t<<button [[Choose Sex|New_Custom_Start]]>><</button>></td>\n\t<td class="menus_header">Choose the Sex of your Hunter</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Female</span>\n\t<<radiobutton "$hunter_sex" "Female">></td>\n\t<td width="*">Your Hunter's biological sex is female.</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Male</span>\n\t<<radiobutton "$hunter_sex" "Male">></td>\n\t<td width="*">Your Hunter's biological sex is male.</td>\n\n\t</tr><<if $cheats_sex is 1>><tr>\n\t<td class="radio"><span class="radio_item">Female Herm</span>\n\t<<radiobutton "$hunter_sex" "Female Herm">></td>\n\t<td width="*">Your Hunter has male and female sexual organs with a female body shape, including pronouced breasts.</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Male Herm</span>\n\t<<radiobutton "$hunter_sex" "Male Herm">></td>\n\t<td width="*">Your Hunter has male and female sexual organs with a male body shape and no developed breats.</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">She-Male</span>\n\t<<radiobutton "$hunter_sex" "She-Male">></td>\n\t<td width="*">Your Hunter has a body society would deem as female, but instead of female sexual organs between their legs, they have male.</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Cuntboi</span>\n\t<<radiobutton "$hunter_sex" "Cuntboi">></td>\n\t<td width="*">Your Hunter has a body society would deem as male, but instead of male sexual organs between their legs, they have female.</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Genderless</span>\n\t<<radiobutton "$hunter_sex" "Genderless">></td>\n\t<td width="*">Easily the strangest sexual organ configuration available in Adaptation 21XX, this option would find your Hunter lacking all sexual configuration to start with.</td>\n\t</tr>\n</table>\n\n<</if>>\n\n<<elseif $hunter_sex neq 0>><br><b>Choosen Sex:</b> <<print $hunter_sex>> <span class="replace">[[Reset Sex|New_Custom_Start][$hunter_sex = 0]]</span><</if>>\n\n<<endnobr>>
/% Use $action again, like Rolls, to figure Difficulty %/
<<set $knowledgeof_winslow_name = 100>>\n<<set $knowledgeof_stalton_name = 100>>\n<<set $knowledgeof_hel_name = 100>>\n<<set $knowledgeof_tyr_name = 100>>
<<if $debug[1] is 1 and $debug[0] is 1>><span class="debug blue">\n\tStart_Species | Start, Species: <<= $hunter_species>>, Make <<= $hunter_make>>, Model: <<= $hunter_model>>\n<br></span><</if>>\n\n<<set $selector_category = "hunter">>\n<<set $selector_click_every = " $stats_clicks_creator++;">>\n\n<<if $hunter_species is 0>>\n\t<<set $selector_data = "species">>\n\t<<set $selector_names = ["human","mirroid"]>>\n\t<<set $selector_active = [2,2]>>\n\t<<set $selector_click_special = ["",""]>>\n\n\n\t<<if $debug[1] is 1 and $debug[0] is 1>><span class="debug blue">\n\t\tStart_Species | Dragoon: Unlocks <<= $unlocks_dragoon>>; Cheats <<= $cheats_dragoon[0]>>\n\t<br></span><</if>>\n\n\t<<if $unlocks_dragoon is 1 or $cheats_dragoon[0] is 1>>\n\t\t<<set $selector_names.push("dragoon")>>\n\t\t<<set $selector_active.push(2)>>\n\t\t<<set $selector_click_special = [""]>>\n\t<</if>>\n\n\t<<set $x = 0>>\n\t<<display Menus_Selector>>\n\n<<elseif $hunter_species is "mirroid">>\n\n\t\t<<set $task_options[0] = 1>>\n\t\t<<set $task_titles[0] = "Reset Species">>\n\t\t<<set $task_click[0] = " $hunter_species = 0;">>\n\n\t<<if $hunter_make is 0>>\n\n\t\t<<set $selector_list = "all">>\n\t\t<<set $selector_data = "make">>\n\t\t<<set $selector_names = ["biped","quadruped"]>>\n\t\t<<set $selector_active = [2,2]>>\n\t\t<<set $selector_click_special = ["",""]>>\n\n\n\t<<if $debug[1] is 1 and $debug[0] is 1>><span class="debug blue">\n\t\tStart_Species | WarTaur: Unlocks <<= $unlocks_centaur>>; Cheats <<= $cheats_centaur[0]>>\n\t<br></span><</if>>\n\n\t\t<<if $unlocks_centaur is 1 or $cheats_centaur[0] is 1>>\n\t\t\t<<set $selector_names.push("wartaur")>>\n\t\t\t<<set $selector_active.push(2)>>\n\t\t\t<<set $selector_click_special = [""]>>\n\t\t<</if>>\n\n\n\t<<if $debug[1] is 1 and $debug[0] is 1>><span class="debug blue">\n\t\tStart_Species | Merpo: Unlocks <<= $unlocks_serpentine>>; Cheats <<= $cheats_serpentine[0]>>\n\t<br></span><</if>>\n\n\t\t<<if $unlocks_centaur is 1 or $cheats_serpentine[0] is 1>>\n\t\t\t<<set $selector_names.push("merpo")>>\n\t\t\t<<set $selector_active.push(2)>>\n\t\t\t<<set $selector_click_special = [""]>>\n\t\t<</if>>\n\n\t\t<<set $x = 0>>\n\t\t<<display Menus_Selector>>\n\t\t<<display Menus_Task>>\n\n\t<<else>>\n\t\t<<if $hunter_model is 0>>\n\t\t\t<<set $selector_data = "model">>\n\t\t\t<<= "<<set $selector_names = $model_list_" + $selector_list + ">>">>\n\t\t\t<<set $selector_active = [2,2]>>\n\t\t\t<<set $selector_click_special = ["",""]>>\n\n\t\t\t<<set $x = 0>>\n\t\t\t<<display Menus_Selector>>\n\n\t\t<<else>>\n\t\t\tMake: <<= $hunter_make>> | Model: <<= $hunter_model>>\n\n\t\t<</if>>\n\t<</if>>\n\n<<elseif $hunter_species is "human">>\n\tYou picked Human.\n\n<<elseif $hunter_species is "dragoon">>\n\tYou picked Dragoon.\n\n<</if>>
Take a Loop of an Array:\nPlacement/Character\nand each Loop sets the next Placement Character to 1 and the others to 0 until the Array is empty.\n\nOr, better, take the next Character to get to 50 and set them to 1 to act. If their numbers are the same, there's a Clash.\n\n<<display Fight_Action_Player>>\n\n<<display Fight_Action_Partner>>\n\n<<display Fight_Action_Squad1>>\n\n<<display Fight_Action_Squad2>>\n\n<<display Fight_Action_Squad3>>\n\n<<display Fight_Action_Extra1>>\n\n<<display Fight_Action_Extra2>>\n\n<<display Fight_Action_CPU1>>\n\n<<display Fight_Action_CPU2>>\n\n<<display Fight_Action_CPU3>>\n\n<<display Fight_Action_CPU4>>\n\n<<display Fight_Action_CPU5>>
<<nobr>>\n\n<<if $choice is 0>>\n\n<table width="100%"><tr>\n\n\t<td class="radio">\n\t<<button [[Choose Skill|New_Custom_Skill]]>><</button>></td>\n\t<td class="menus_header">Which one of Hunter <<if $hunter_name[0] neq "Mononym">><<= $hunter_name[3]>><<else>><<= $hunter_name[1]>><</if>>'<<if $hunter_name_pos neq "s">>s<</if>> Skills got <<= $hunter_himher>> trasferred?</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">Criminality</span><<radiobutton "$choice" "Criminality">></td>\n\t<td width="*">Either because of a personal history or deep study, Hunter <<if $hunter_name[0] neq "Mononym">><<print $hunter_name[3]>><<else>><<print $hunter_name[1]>><</if>> knows the ins and outs of criminal activity. Breaking into places, cheating a gamescraft, hotwiring vehicles, cracking open safes, and all manner of intactions a professional criminal might perform is handled under Criminality. This does not include the more digital aspects with concerns to Computing and Technology.</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">Melee</span><<radiobutton "$choice" "Melee">></td>\n\t<td width="*">Just as its name implies, the Melee Skill is all about fighting up close and personal with a handheld or hand-covered weapon. Examples of these could be a plasma sabres, machettes, pikes, tonfa, broadswords, ice claws, tridants, or any mumber of other melee weapons.</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">Piloting</span><<radiobutton "$choice" "Piloting">></td>\n\t<td width="*">The Piloting Skill concerns every modern vehicle of transportation. It doesn't matter if <<= $hunter_name[1]>> is driving a Mag-Bike on roads or a heavy transport vehicle through the air, modern interface systems allow for a universal understanding of vehicle handling. True, the difficulty of such is dependant upon the type of manuver imployed and the vehicle used to attempt it, but the basic use of the machine is determined by <<= either("Piloting" "this skin">>.</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">Ranged</span><<radiobutton "$choice" "Firearms">></td>\n\t<td width="*">Many Hunters prefer attacking Rogues from range, and this Skill determines proficiency with doing so. This might be the guns of the last century or more modern weapons like lazer pistols, plasma cannons, energy crossbows, or the like. <<= $hunter_name[1]>> is able to not just clean and repair Ranged weapons with this Skill, but also recognize them even if concealed.</td>\n\n</tr><tr>\n\t<td class="radio">\n\t<span class="radio_item">Stealth</span><<radiobutton "$choice" "Stealth">></td>\n\t<td width="*">...</td>\n\n</tr></table>\n\n<<else>>\n\n\t<<if $choice is "Criminality">>\n\t\t<<set $hunter_crime = 4>>\n\n\t<<elseif $choice is "Melee">>\n\t\t<<set $hunter_melee = 4>>\n\n\t<<elseif $choice is "Piloting">>\n\t\t<<set $hunter_pilot = 4>>\n\n\t<<elseif $choice is "Ranged">>\n\t\t<<set $hunter_ranged = 4>>\n\n\t<<elseif $choice is "Stealth">>\n\t\t<<set $hunter_stealth = 4>>\n\n\t<</if>>\n\n<</if>>\n\n<</nobr>>
<<if $debug is 1>>Sheet_Who<br><</if>>\n\n<<if $hunter_name[0] is "Mononym">>\n\t<<set $z = $hunter_name[1]>>\n<<else>>\n\t<<set $z = $hunter_name[1] + " " + $hunter_name[3]>>\n<</if>>\n\n[[$z|Sheet][$actor_prefix = "$hunter_"]]<br>\n[[Daniel Stalton|Sheet][$actor_prefix = "$npc_xiii"]]<br>\n[[Glacial Acallia|Sheet][$actor_prefix = "$npc_acallia_"]]<br>\n
<<if $debug is 1>># Visted This Link: <<= visited()>><</if>>\n<<if visited() is 1>><<set $time_hours += 3>><</if>>\n\n<<display Character_Time>>\n\n<p>Thee Hunters</p>\n\n<<display New_Lobby_Selection>>
<<button [[Back|previous()]]>><</button>>
<<set $hunter_name[1] = "Howard"; $hunter_name[2] = 0; $hunter_name[3] = "Johnson"; $hunter_name[0] = "FirstLast"; $hunter_name_pos = "n">>\n\n<<set $hunter_species = "Human"; $hunter_skintone = [0,0,0]; $hunter_cybernetics = 0; $hunter_race = 0; $hunter_make = 0; $hunter_model = 0; $hunter_breed = 0; $hunter_sex = 0; $hunter_gender = 0; $hunter_personality = 0; $hunter_rank = 0>>\n\n<<set $hunter_str = ["Strength", 2, "Test3"]; $hunter_dex = ["Dexterity", 4]; $hunter_sta = ["Stamina", 3, "Test1", "Test2"]>>\n\n<<set $hunter_cha = ["Charisma", 3]; $hunter_manip = ["Manipulation", 2]; $hunter_app = ["Appearance", 4]>>\n\n<<set $hunter_per = ["Preception", 1]; $hunter_int = ["Intelligence", 1]; $hunter_wits = ["Wits", 1]>>\n\n<<set $hunter_alert = ["Alertness", 0]; $hunter_ath = ["Athletics", 0]; $hunter_brawl = ["Brawl", 0]; $hunter_caro = ["Carousing", 0]; $hunter_emp = ["Empathy", 0]; $hunter_express = ["Expression", 0]; $hunter_instinct = ["Instinct", 0]; $hunter_intim = ["Intimidation", 0]; $hunter_leader = ["Leadership", 0]; $hunter_scr = ["Scrounge", 0]; $hunter_sub = ["Subterfuge", 0]; $hunter_under = ["Underworld", 0]>>\n\n<<set $hunter_ani = ["Animalism", 0]; $hunter_arch = ["Archery", 0]; $hunter_cook = ["Cooking", 0]; $hunter_crafts = ["Crafts", 0]; $hunter_crim = ["Criminality", 0]; $hunter_etiq = [ "Etiquette", 0]; $hunter_gam = [ "Gambling", 0]; $hunter_melee = ["Melee", 0]; $hunter_perf = ["Performance", 0]; $hunter_pilot = ["Piloting", 0]; $hunter_guns = ["Ranged", 0]; $hunter_ste = ["Stealth", 0]; $hunter_sur = ["Survival", 0]>>\n\n<<set $hunter_akea = ["Area: Earthsaver", 0]; $hunter_com = ["Computer", 0]; $hunter_con = ["Conspiracies", 0]; $hunter_eni = ["Enigmas", 0]; $hunter_geek = ["Geek Lore", 0]; $hunter_inv = ["Investigation", 0]; $hunter_law = ["Law", 0]; $hunter_med = ["Medicine", 0]; $hunter_sci = ["Science", 0]; $hunter_fab = ["Fabrication", 0]; $hunter_tech = ["Technology", 0]>>\n\n
<<if $options_window is "Mun">>\n\t<<addclass "body" "mun">>\n\n<<elseif $options_window is "White">>\n\t<<addclass "body" "white">>\n\n<<elseif $options_window is "Cyan">>\n\t<<addclass "body" "cyan">>\n\n<</if>>
/%\t$color_draw[0] Type of Drawing and Number of Colors\n\t\tonly = Box Only\n\t\t2bon = Two Boxes Only\n\t\t3bon = Three Boxes Only\n\t\t4bon = Four Boxes Only\n\t\ttrnm = One Box, Right Name\n\t\t2rnm = Two Boxes, Right Names\n\t\t3rnm = Three Boxes, Right Names\n\t\t4rnm = Four Boxes, Right Names\n\t\tnund = One Box, Name Under\n\t\t2und = Two Boxes, Names Under\n\t\t3und = Three Boxes, Names Under\n\t\t4und = Four Boxes, Names Under\n\t\t\n\t$color_draw[1] to [4], R1G2B3 4name\n\t$color_draw[5] to [8], R5G6B7 8name\n\t$color_draw[9] to [12], R9G10B11 12name\n\t$color_draw[13] to [16], R13G14B15 16name\n%/\n\n<<if $color_draw[0] is "only">>\n/%\tonly:\tCalls just a Box with the color Box inside of it. %/\n\n\t<<= "<div class=\s"color_box one\s">\n\t\t\t<div class=\s"color_display\s" style=\s"background-color: rgb(" + $color_draw[1] + "," + $color_draw[2] + "," + $color_draw[3] + ")\s"></div>\n\t</div>">>\n\n<<elseif $color_draw[0] is "2bon">>\n/%\t2bon:\tTwo Boxes Only %/\n\n\t<<= "<div class=\s"color_box two\s">\n\t\t\t<div class=\s"color_display\s" style=\s"background-color: rgb(" + $color_draw[1] + "," + $color_draw[2] + "," + $color_draw[3] + ")\s"></div>\n\t\t\t<div class=\s"color_display\s" style=\s"background-color: rgb(" + $color_draw[5] + "," + $color_draw[6] + "," + $color_draw[7] + ")\s"></div>\n\t</div>">>\n\n<</if>>
<<set $x to "Canine">>\n\n<<if $gamevars[0] is 1>>\n\t<<if ($hunter_make is "Biped") and ($hunter_model is "Canine">>\n\t\t<<display Creator_Biped_Full>>\n\t<<elseif ($hunter_make is "Quadruped") and ($hunter_model is "Canine">>\n\t\t<<display Creator_Quad_Full>>\n\t<</if>>\n<</if>>\n\n<<
<<if $hunter_make is "Biped">><<= either("upright", "biped", "two-legged")>>\n\n<<elseif $hunter_make is "Quadruped">><<= either("four-legged", "quadruped", "four-footed")>>\n\n<<elseif $hunter_make is "WarTaur">><<= "tauric">>\n\n<</if>>
<<if $debug is "1">>Executing Rolls_Brawling<br><</if>>\n\n<<set $x = "dex">>\n<<set $y = "brawl">>\n\n<<display Rolls_Assign>>\n\n<<set $actor_pool to ($actor_attribute[1] + $actor_ability[1])>>
/%\tl0:\tPhysical Form: Human, Skintone, Race, Make, Model, & Cybernetics\n\tl1:\tSex & Gender: Biological Sex, Gender, and Adavanced on Unguided\n\tl2:\tName\n\tl3:\tBackgrounds: Personality, Origin, Training(weapon), Big Deal Story, Tatoos, Scars - Excluded in Guided\n\tr3:\tCharacter Sheet\n\tr2:\tCheats! (Default Off)\n\tr1:\tGuided/Unguided (Warning from Unguided to Guided)\n\tr0:\tFinish (Inactive)\n%/\n\n\n/%\tl0:\tPhysical Form: Human, Skintone, Race, Make, Model, & Cybernetics %/\n<<if $hunter_species is 0>>\n\t<<set $menu_tl_names[0] = "Species">>\n<<elseif $hunter_species is "human">>\n\t<<set $menu_tl_names[0] = "Humanity">>\n<<elseif $hunter_species is "mirroid">>\n\t<<if $hunter_make is 0>>\n\t\t<<set $menu_tl_names[0] = "Mirroid Make">>\n\t<<else>>\n\t\t<<if $hunter_model is 0>>\n\t\t\t<<set $menu_tl_names[0] = "Mirroid Model">>\n\t\t<<else>>\n\t\t\t<<= "<<set $menu_tl_names[0] = ($hunter_model.charAt(0).toUpperCase() + $hunter_model.slice(1) + " Design")>>">>\n\t\t<</if>>\n\t<</if>>\n<</if>>\n\n\n/%\tl1:\tSex & Gender: Biological Sex, Gender, and Adavanced on Unguided %/\n<<set $menu_tl_names[1] to "Physical Details">>\n/% Future Expansion on Biology Here! %/\n\n\n/%\tl2:\tName %/\n<<if $hunter_name[0] is 0>>\n\t<<set $menu_tl_names[2] to "Name">>\n<<elseif $hunter_name[0] is "mononym">>\n\t<<set $menu_tl_names[2] = $hunter_name[1]>>\n<<elseif $hunter_name[0] is "european">>\n\t<<set $menu_tl_names[2] = $hunter_name[1] + " " + $hunter_name[3]>>\n<<elseif $hunter_name[0] is "eastern">>\n\t<<set $menu_tl_names[2] = $hunter_name[3] + " " + $hunter_name[1]>>\n<</if>>\n\n\n/%\tl3:\tBackgrounds: Personality, Origin, Training(weapon), Big Deal Story, Tatoos, Scars - Excluded in Guided %/\n<<set $menu_tl_names[3] to "Backgrounds">>\n\n\n/%\tr3:\tCheats! (Default Off) %/\n<<set $menu_tr_names[3] to "Cheats!">>\n\n\n/%\tr2:\tCharacter Sheet %/\n<<set $menu_tr_names[2] to "Character Sheet">>\n\n\n/%\tr1:\tGuided/Unguided (Warning from Unguided to Guided) %/\n<<if $gamevars[2] is "premade">>\n\t<<set $menu_tr_names[1] to "Premade">>\n<<elseif $gamevars[2] is "guided">>\n\t<<set $menu_tr_names[1] to "Guided">>\n<<elseif $gamevars[3] is "detailed">>\n\t<<set $menu_tr_names[1] to "Detailed">>\n<</if>>\n\n/%\tr0:\tFinish (Inactive) %/\n<<set $menu_tr_names[0] to "Finalize">>\n\n<<set $menu_type = "tb"; $menu_link = "Creator">><<display Menu>>\n\n<div style="width: 100%; height: 1em"></div>\n\n/% Physical Form, Never Off, $menu_tl_active[0] %/\n<<if $menu_tl_active[0] is 3>>\n\t<<set $menu_check = ["tl",0,10]>>\n\t<<if $debug is 1>>Creator calls Creator_Form<br><</if>>\n\t<<display Creator_Form>>\n\n/% Biology, Never Off, $menu_tl_active[1] %/\n<<elseif $menu_tl_active[1] is 3>>\n\t<<set $menu_check = ["tl",1,10]>>\n\t<<if $debug is 1>>Creator calls Creator_Details<br><</if>>\n\t<<display Creator_Details>>\n\n/% Name, Never Off, $menu_tl_active[2] %/\n<<elseif $menu_tl_active[2] is 3>>\n\t<<set $menu_check = ["tl",2,10]>>\n\t<<if $debug is 1>>Creator calls Creator_Name<br><</if>>\n\t<<display Creator_Name>>\n\n/% Background, Off if Guided $menu_tl_active[3] %/\n<<elseif $menu_tl_active[3] is 3>>\n\t<<set $menu_check = ["tl",3,10]>>\n\t<<if $debug is 1>>Creator calls Creator_Background<br><</if>>\n\t<<display Creator_Background>>\n\n/% Switch between Guided, Unguided $menu_tl_active[5] %/\n<<elseif $menu_tr_active[2] is 3>>\n\t<<set $menu_check = ["tr",1,10]>>\n\t<<if $debug is 1>>Creator calls Creator_Switch<br><</if>>\n\t<<display Creator_Switch>>\n\n/% Sheet $menu_tl_active[6] %/\n<<elseif $menu_tr_active[1] is 3>>\n\t<<set $menu_check = ["tr",2,10]>>\n\t<<if $debug is 1>>Creator calls Creator_Sheet<br><</if>>\n\t<<display Creator_Sheet>>\n\n/% Finalize, Used until All Requirements Met $menu_tl_active[7] %/\n<<elseif $menu_tr_active[0] is 3>>\n\t<<set $menu_check = ["tr",3,10]>>\n\t<<if $debug is 1>>Creator calls Creator_Finalize<br><</if>>\n\t<<display Creator_Finalize>>\n\n<</if>>
<<if $hunter_race is "Humanoid">>\n<table width="100%">\n\t<tr>\n\t<td class="radio"><<button [[Choose Design|New_Custom_Start]]>><</button>></td>\n\t<td class="menus_header">What is the Design of your Mirroid?</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Avian</span><<radiobutton "$hunter_design" "Avian">></td>\n\t<td>...</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Bovine</span><<radiobutton "$hunter_design" "Bovine">></td>\n\t<td>...</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Canine</span><<radiobutton "$hunter_design" "Canine">></td>\n\t<td>...</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Caprine</span><<radiobutton "$hunter_design" "Caprine">></td>\n\t<td>...</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Equine</span><<radiobutton "$hunter_design" "Equine">></td>\n\t<td>...</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Feline</span><<radiobutton "$hunter_design" "Feline">></td>\n\t<td>...</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Rusine</span><<radiobutton "$hunter_design" "Rusine">></td>\n\t<td>...</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Sapien</span><<radiobutton "$hunter_design" "Sapien">></td>\n\t<td>...</td>\n\n<<if $cheats_serpentine is 1>>\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Serpentine</span><<radiobutton "$hunter_design" "Serpentine">></td>\n\t<td>...</td>\n<</if>>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Leporine</span><<radiobutton "$hunter_design" "Leporine">></td>\n\t<td>...</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Mustelid</span><<radiobutton "$hunter_design" "Mustelid">></td>\n\t<td>...</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Murine</span><<radiobutton "$hunter_design" "Murine">></td>\n\t<td>...</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Ovine</span><<radiobutton "$hunter_design" "Ovine">></td>\n\t<td>...</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Procyonid</span><<radiobutton "$hunter_design" "Procyonid">></td>\n\t<td>...</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Soricine</span><<radiobutton "$hunter_design" "Soricine">></td>\n\t<td>...</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Ursine</span><<radiobutton "$hunter_design" "Ursine">></td>\n\t<td>...</td>\n\t</tr>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Vulpine</span><<radiobutton "$hunter_design" "Vulpine">></td>\n\t<td>...</td>\n\t</tr>\n</table>\n\n\n<<elseif $hunter_race is "Quadruped">>\n<table width="100%">\n\t<tr>\n\t<td class="radio"><<button [[Choose Design|New_Custom_Start]]>><</button>></td>\n\t<td class="menus_header">What is the Design of your Hunter?</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Mirwolf</span><<radiobutton "$hunter_design" "Mirwolf">></td>\n\t<td>Larger in size and durrability when compared to a Mirdog, Mirwolves have wide, metallic manes and triangular ears. Their jaws make some of the strongest biting weapons in the game, and their tails commonly hold a melee or cannon-based weapon as well.</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Mircat</span><<radiobutton "$hunter_design" "Mircat">></td>\n\t<td>...</td>\n\n\t</tr>\n</table>\n\n\n<<elseif $hunter_race is "Centaur">>\n<table width="100%">\n\t<tr>\n\t<td class="radio"><<button [[Choose Design|New_Custom_Start]]>><</button>></td>\n\t<td class="menus_header">What is the Design of your Hunter?</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Classic</span><<radiobutton "$hunter_design" "Classic">></td>\n\t<td>...</td>\n\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Wolftaur</span><<radiobutton "$hunter_design" "Wolftaur">></td>\n\t<td>...</td>\n\n\t</tr>\n</table>\n\n<</if>>
/% $origin_city\n\t0 City - Name, Caps\n\t1 State - Name, Caps\n\t2 Country - Name, Caps\n\t3 Continent - Number: 1NA, 2SA, 3EU, 4AF, 5AS, 6AU, 7AN\n\t4 City Location - Name, Number:\n\t\t1, Coastal\n\t\t2, River\n\t\t3, River Mouth\n\t\t4, Bay\n\t\t5, Peninsula\n\t\t6, Mountain\n\t\t7, Ravine\n\t\t8, Valley\n\t\t9, Cave\n\t\t10, Grasslands\n\t\t11, Barren\n\t\t12, Underwater\n\t\t13, Space Station\n\t\t14, Moonbase\n\t5 Weather - Number:\n\t\t1, Equator\n\t\t2, Southern Climate\n\t\t3, Moderate Climate\n\t\t4, Northern Climate\n\t\t5, Arctic Climate\n\t\t6, Wetlands\n\t\t7, Wrong Atmosphere\n\t\t8, No Atmosphere\n\t6 Population Size\n\t\t1, Rural (10,000 or less)\n\t\t2, Suburban (10,001 to 100,000)\n\t\t3, Urban (100,001 to 1,000,000)\n\t\t4, Metropolis (1 million + )\n\t\t5, Arcology\n\t\t6, Megalopoplis (25 million + )\n\t7 Population Mix\n\t\t1, Human\n\t\t2, Mostly Human\n\t\t3, Mixed Species\n\t\t4, Mostly Mirroid\n\t\t5, Mirroid\n\t8 Crime Rate\n\t\t1, Essentially None\n\t\t2, Very Little\n\t\t3, Moderate\n\t\t4, Very High\n\t\t5, Crime-owned\n\t\t6, Terrorist State\n\t9 Policing Style\n\t\t1, Friendly\n\t\t2, Armed\n\t\t3, Militarized Police\n\t\t4, Police State\n\t\t5, Military Policing\n%/\n\n<<set $city_selection = ["nyc","novodyragorod","coleman","pheonix","sydney","anchorage","carter","mephis","rio","budapest","sanfran","atlantis"]>>\n\n<<set $city_nyc = ["New York City","New York","USA",1,4,4,2,3,3>>\n<<set $city_novodyragorod = ["Novodyragorod","Urals","Russia",9,5,2,4,5,4>>\n<<set $city_coleman = ["Coleman","Alabama","USA",10,3,1,1,2,2>>\n<<set $city_phoenix = ["Phoenix","Arizona","USA",11,2,4,2,3,2>>\n<<set $city_sydney = ["Sydney","New South Wales","Australia",1,3,4,2,2,1>>\n<<set $city_anchorage = ["Anchorage","Alaska","USA",1,5,2,3,2,2>>\n<<set $city_carter = ["Carter","Moonbase Luna","Moon",11,7,1,2,3,1>>\n<<set $city_memphis = ["Memphis","Mit Rahina","Egypt",11,1,3,2,3,3>>\n<<set $city_rio = ["Rio de Janeiro","Guangdong","China",3,3,6,2,3,4>>\n<<set $city_budapest = ["Budapest","Central Hungary","Hungary",2,4,2,2,2,3>>\n<<set $city_sanfran = ["San Fansisco","California","USA",4,3,3,3,2,2>>\n<<set $city_atlantis = ["Atlantis","Huelva","Spain",12,7,5,4,2,1>>
<<if ($hunter_species is "Human") or ($hunter_species is "Cyborg")>>\n\n\t<table width="100%"><tr>\n<td class="radio"><<button [[Choose Race|New_Custom_Start]]>><</button>></td>\n\t<td class="menus_header">Select your Hunter's Race</td>\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Black</span><<radiobutton "$hunter_race" "Black">></td>\n\t<td>Your Hunter is one of African descent who has a darker skin tone due to higher melanin pigment.</td>\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Hispanic</span><<radiobutton "$hunter_race" "Hispanic">></td>\n\t<td>Your Hunter is one of Latin America or Spanish origin.</td>\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Native American</span><<radiobutton "$hunter_race" "Native American">></td>\n\t<td>Your Hunter is a member of one of the many indigenous peoples of the Americas.</td>\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Middle-Eastern</span><<radiobutton "$hunter_race" "Middle-Eastern">></td>\n\t<td>Your Hunter has a family lineage which traces back to a transcontinental region which includes on Western Asia and Egypt.</td>\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Mixed</span><<radiobutton "$hunter_race" "Mixed">></td>\n\t<td>Your Hunter has a background of mixed racial</td>\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Caucasian</span><<radiobutton "$hunter_race" "Caucasian">></td>\n\t<td>Your Hunter is of light skin and most likely of European origin.</td>\n\t</tr><tr>\n\t<td class="radio"><span class="radio_item">Raceless</span><<radiobutton "$hunter_race" "Skip">></td>\n\t<td>Choose to not be Identified as a Race</td>\n\t</tr>\n</table>\n\n\n<<elseif $hunter_species is "Mirroid">>\n<table width="100%">\n<tr>\n\t<td class="radio"><<button [[Choose Race|New_Custom_Start]]>><</button>></td>\n\t<td class="menus_header">What is the Form of your Hunter?</td>\n\n</tr><tr>\n\t<td class="radio"><span class="radio_item">Humanoid</span><<radiobutton "$hunter_race" "Humanoid">></td>\n\t<td>...</td>\n\n</tr><tr>\n\t<td class="radio"><span class="radio_item">Quadruped</span><<radiobutton "$hunter_race" "Quadruped">></td>\n\t<td>...</td>\n\n\t<<if $cheats_centaur is 1>>\n</tr><tr>\n\t<td class="radio"><span class="radio_item">Centaur</span><<radiobutton "$hunter_race" "Centaur">></td>\n\t<td>...</td>\n\t<</if>>\n</tr>\n</table>\n\n\n<<elseif $hunter_species is "Dragoon">>\n\n<table width="100%">\n\t<tr>\n\t<td class="radio"><span class="radio_item">Dragoon</span><<radiobutton "$hunter_race" "Black">></td>\n\t<td>...</td>\n\t</tr>\n</table>\n<</if>>
<<if $debug is 1>># Visted This Link: <<= visited()>><</if>>\n<<if visited() is 1>><<set $time_add = 5000>><</if>>\n\n<<display Character_Time>>\n\n<p>Description of Faith</p>\n\n<<display New_Lobby_Selection>>
<<if $debug is 1>><span class="debug">Creator_NameChecks | Type(0): <<= $hunter_name[0]>> Prefix(4): <<= $hunter_name[4]>> First/Given(1): <<= $hunter_name[1]>>; Middle: <<= $hunter_name[2]>>; Last / Surname: <<= $hunter_name[3]>> Suffix(5): <<= $hunter_name[4]>></span><</if>>\n\n<<if $hunter_name[1] neq 0>>\n\t<<set $x = $hunter_name[1].toLowerCase()>>\n\t<<if $debug is 1>><span class="debug">First Name (Lowered) <<= $hunter_name[1].toLowerCase()>></span><br><</if>>\n\t<<display WordCheck>>\n\t<<if $x neq $hunter_name[1].toLowerCase()>>\n\t\t<<set $hunter_name[1] = $x>>\n\t\t<<if $debug is 1>><span class="debug">First Name (Changed) <<= $hunter_name[1].toLowerCase()>></span><br><</if>>\n\t<</if>>\n<</if>>\n\n<<if $hunter_name[2] neq 0>>\n\t<<set $x = $hunter_name[2].toLowerCase()>>\n\t<<if $debug is 1>><span class="debug">Middle Name (Lowered) <<= $hunter_name[2].toLowerCase()>><br></span><</if>>\n\t<<display WordCheck>>\n\t<<if $x neq $hunter_name[2].toLowerCase()>>\n\t\t<<set $hunter_name[2] = $x>>\n\t\t<<if $debug is 1>>Middle Name (Changed) <<= $hunter_name[2].toLowerCase()>><br><</if>>\n\t<</if>>\n<</if>>\n\n<<if $hunter_name[3] neq 0>>\n\t<<set $x = $hunter_name[3].toLowerCase()>>\n\t<<if $debug is 1>><span class="debug">Last Name (Lowered) <<= $hunter_name[3].toLowerCase()>><br></span><</if>>\n\t<<display WordCheck>>\n\t<<if $x neq $hunter_name[3].toLowerCase()>>\n\t\t<<set $hunter_name[3] = $x>>\n\t\t<<if $debug is 1>><span class="debug">Last Name (Changed) <<= $hunter_name[3].toLowerCase()>><br></span><</if>>\n\t<</if>>\n<</if>>\n\n\t<<set $z = [0,0,0]>>\n\t<<if $hunter_name[1] neq 0>>\n\t\t<<set $z[0] = 1>>\n\t\t<<if $debug is 1>><span class="debug">First Name Check Set<br></span><</if>>\n\t<</if>>\n\t<<if $hunter_name[2] neq 0>>\n\t\t<<set $z[1] = 1>>\n\t\t<<if $debug is 1>><span class="debug">Middle Name Check Set<br></span><</if>>\n\t<</if>>\n\t<<if $hunter_name[3] neq 0>>\n\t\t<<set $z[2] = 1>>\n\t\t<<if $debug is 1>><span class="debug">Last Name Check Set<br></span><</if>>\n\t<</if>>\n\t<<display Creator_NameFixes>>\n\n<<display Creator_Secrets>>
<<display Stylesheet_Selection>>\n\n<<display New_Premade_Load>>
table.time {border-style: none;}\n\ntd.time_word, td.time_num {\n\tborder: 3px solid lightblue;\n\t}\n\ntd.time_word {\n\tbackground-color: lightblue; color: black;\n\tfont: 18pt Arial; font-weight: bold;\n\tpadding-left: 3px; padding-right: 3px;\n\tpadding-top: 1px; padding-bottom: 1px;\n\t}\ntd.time_num {\n\tcolor: lightblue; font: 18pt Impact; letter-spacing: 1px;\n\tpadding-left: 4px; padding-right: 4px;\n\tpadding-top: 1px; padding-bottom: 1px;\n\t}\n\ntd.spacer {width: 7px}
<h1>Lexicon of Terms</h1>\n<ul>\n<li>[[Detailed Character Files|Codex_People]]</li>\n<li>[[Organization Information|Codex_Organizations]]</li>\n<li>[[Location Information|Codex_Locations]]</li>\n<li>[[History of the World|Codex_History]]</li>\n</ul>\n\n<ul>\n<li><a name="human">Cyborg</a></li>\n<li><a name="female">Female</a></li>\n<li><a name="gender">Gender</a></li>\n<li><a name="human">Human</a></li>\n<<if $cheats_sex is 1>><li><a name="hermaphrodite">Hermaphrodite</a></li><</if>>\n<li><a name="male">Male</a></li>\n<li><a name="mirriod">Mirroid</a></li>\n<li><a name="sex">Sex</a></li>\n</ul>
<<if $debug is 1>><span class="debug">\n\tMenu Type (<<= $menu_type>>): \n\t<<if $menu_type is "tb">>Tabs on Both Sides\n\t<<elseif $menu_type is "tl">>Tabs on the Left\n\t<<elseif $menu_type is "tr">>Tabs on the Right\n\t<<elseif $menu_type is "tp">>Tabs in Major Passage\n\t<<elseif $menu_type is "sb">>Sidebar\n\t<<elseif $menu_type is "sl">>Selector\n\t<</if>>\n\t<br></span>\n<</if>>\n\n<<set $x = 0; $y = 0; $z = -1; $a = 0; $b = 0>>\n\n/% Write Menu to Screen %/\n<<if $menu_type is "tb">>\n\n\t<div class="menu_tb">\n\t\t<<set $menu_type = "tl">>\n\t\t<<if $debug is 1>><span class="debug">Left Tab Names (L-R): <<= $menu_tl_names>><br></span><</if>>\n\t\t<<display Menu_Active>>\n\t\t<<display Menu_Draw>>\n\t\t<<set $menu_type = "tr">>\n\t\t<<if $debug is 1>><span class="debug">Right Tab Names (R-L): <<= $menu_tl_names>><br></span><</if>>\n\t\t<<display Menu_Active>>\n\t\t<<display Menu_Draw>>\n\t</div>\n\n<<elseif $menu_type is "tl" or $menu_type is "tr">>\n\t\t<<display Menu_Active>>\n\t\t<<display Menu_Draw>>\n\n<<elseif $menu_type is "tp">>\n\t\t<<if $debug is 1>><span class="debug">Sub-Tab Names (L-R): <<= $menu_tp_names>><br></span><</if>>\n\t<div class="menu_tp">\n\t\t<<display Menu_Active>>\n\t\t<<display Menu_Draw>>\n\t</div>\n\n<<elseif $menu_type is "sb">>\n\t\t<<if $debug is 1>><span class="debug">Sidebar Names (T-B): <<= $menu_sb_names>><br></span><</if>>\n\t\t<<display Menu_Active>>\n\t<ul class="menu_sb">\n\t\t<<display Menu_Draw>>\n\t</ul>\n\n<<elseif $menu_type is "sl">>\n\t\t<<if $debug is 1>><span class="debug">Rows of 3's & 2's: <<= $menu_sl_names>><br></span><</if>>\n\t\t<<set $menu_sl_rows = ["Blank1","Blank2"]>>\n\t\t<<display Menu_Rows>>\n\t\t<<display Menu_Active>>\n\t\t<<display Menu_Draw>>\n\n<<elseif $menu_type is "mm">>\n\t\t<<display Menu_Model>>\n\t\t<<display Menu_Active>>\n\t\t<<display Menu_Draw>>\n\n<</if>>\n\n<<set $x = 0; $y = 0; $z = 0; $a = 0; $b = 0; $menu_type = "0">>
<table>\n\t<tr>\n\t<td class="radio"><<button [[Choose Species|New_Custom_Start]]>><</button>></td>\n\t<td class="menus_header">Select Your Hunter's Species</td>\n</tr><tr>\n\t<td class="radio"><span class="radio_item">Human</span> <<radiobutton "$hunter_species" "Human">></td>\n\t<td style="width: *">If you're playing this game in the year that it was produced, you're probably a human. Chosing this option will have your character start much the same way.\n\n<table class="proscons" width="100%"><tr>\n\t<td width="50%">\n\t<ul class="proscons">\n\t<li class="proscons_h">Pros</li>\n\t\t<ul class="proscons">\n\t\t<li class="proscons">Stats Increase with Use</li>\n\t\t<li class="proscons">Higher Stamina Regeneration</li>\n\t\t</ul>\n\t</ul>\n\t</td>\n\t<td width="50%">\n\t<ul class="proscons">\n\t<li class="proscons_h">Cons</li>\n\t\t<ul class="proscons">\n\t\t<li class="proscons">Stats Can Decrease Over Time</li>\n\t\t<li class="proscons">Lower Maximum Stamina</li>\n\t\t</ul>\n\t</ul>\n\t</td>\n</tr></table>\n\n\t</td>\n\n</tr><tr>\n\t<td class="radio"><span class="radio_item">Cyborg</span> <<radiobutton "$hunter_species" "Cyborg">></td>\n\t<td style="width: *">Though a member of the human species, legally you're enough machine to be counted as something slightly else. It can be troublesome to interact with other humans from time to time, and being a Cyborg has it's own pros and cons.</td>\n\n</tr><tr>\n\t<td class="radio"><span class="radio_item">Mirroid</span> <<radiobutton "$hunter_species" "Mirroid">></td>\n\t<td style="width: *">An artificial (robotic) species made by a single scientist or an assembly line. You designer might be human or other Mirroids either. Additionally, Mirroids are created in the shape of various animals--including humans--or humanoid animals.</td>\n\n</tr><<if $cheats_dragoon is 1>><tr>\n\t<td class="radio"><span class="radio_item">Dragoon</span> <<radiobutton "$hunter_species" "Dragoon">></td>\n\t<td style="width: *">Named for the first series of Mirriod to make the conversion, the Dragoon race exists as a fully biomechanical organism. Dragoons have a unique, self-upgrading biology which takes its cues from software evolution more than it does biological evolution.</td>\n</tr><</if>>\n</table>
<<if $debug is 1>><span class="debug">\n\tGameStart | Var: <<= $gamevars>>; Content: <<= $hunter_content>>; Creator: <<= $hunter_creator>><br>\n</span><</if>>\n\n<<if $hunter_content neq null>>\n\t<<set $gamevars[1] = $hunter_content; $gamevars[0] = 1>>\n\t<<unset $hunter_content>>\n<</if>>\n\n<<if $hunter_creator neq null>>\n\t<<set $gamevars[2] = $hunter_creator; $gamevars[0] = 2>>\n\t<<unset $hunter_creator>>\n<</if>>\n\n<<if $debug is 1>><span class="debug">\n\tGameStart | Var: <<= $gamevars>>; Content: <<= $hunter_content>>; Creator: <<= $hunter_creator>><br>\n</span><</if>>\n\n/% Gamevars 0 is the Beginning, and leads to selecting level content. %/\n<<if $gamevars[0] is 0>>\n\t\t<div class="message">\n\t\t\t<div class="message_body mun">\n\t\t\t\t<div class="message_title mun">Maturity Rating</div>\n\t\t\t\t<div class="message_text mun">Regardless of the Maturity Rating that you choose for the content of Adaptation 21XX, you will still be given addition options for how much and what kind of content you see. If there is some Extreme Content that you do not wish to see, you'll have the option to turn off that content. In fact, you can peruse those options in the Options Menu to the left.</div>\n\t\t\t</div>\n\t\t</div>\n\t<br>\n\t<<set $menu_sl_names = ["teen","mature","adult"]; $menu_sl_active = [2,2,2]>>\n\t<<set $menu_link = "GameStart"; $menu_change = "content">>\n\t<<set $menu_height = "medium"; $menu_check = ["sl",0,0]>>\n\t<<set $menu_type = "sl">><<display Menu>>\n\n<<elseif $gamevars[0] is 1>>\n\t<<set $menu_sl_names = ["premade","guided","detailed"]; $menu_sl_active = [2,2,2]>>\n\t<<set $menu_link = "GameStart"; $menu_change = "creator">>\n\t<<set $menu_height = "medium"; $menu_check = ["sl",0,0]>>\n\t<<set $menu_type = "sl">><<display Menu>>\n\n<<elseif $gamevars[0] is 2>>\n\n\t<<if $gamevars[2] is "premade">>\n\n\t<<elseif $gamevars[2] is "guided">>\n\t\t<<set $menu_tl_active = [10,2,2,1,1]; $menu_tr_active = [4,4,1,0]>>\n\t<<elseif $gamevars[2] is "detailed">>\n\t\t<<set $menu_tl_active = [10,2,2,2,2]; $menu_tr_active = [4,2,2,0]>>\n\t<</if>>\n\n<<if $debug is 1>><span class="debug">\n\tGameStart | TL: <<= $menu_tl_active>>; TR: <<= $menu_tr_active>>; <br>\n</span><</if>>\n\n<<display Creator>>\n\n<</if>>
<<if $x is 0>><<set $z = [0,0,0,1000]>><</if>>\n<<= "<<set $y = $color_" + $color_selection[$x] + ">>">>\n\n\t<<if $debug is 1>><div class="debug">\n\n\t\t<<if $x is 0>>Color_Determine | Selection Length: <<= $color_selection.length>> | Selection: <<= $color_selection>> | Check: <<= $color_check>><br>\n\t\t<</if>>\n\n\t\t<<if $x lt $color_selection.length>>\n\t\tColor_Determine | X(<<=$x>>): <<= $color_selection[$x]>> | <<= "<span style=\s"color: rgb(" + $y[0] + ", " + $y[1] + ", " + $y[2] + ")\s">Y: <<= $y>></span>">> | <span class="gold">Z: <<= $z>></span>\n\t\t<<else>>\n\t\tColor_Determine | X(<<=$x>>) GTE <<= $color_selection.length>> | <span class="gold">Z: <<= $z[3]>>, <<= $z[4]>></span> | Check: <<= $color_check>>\n\t\t<</if>>\n\n\t<br></div><</if>>\n\n<<if $x lt $color_selection.length>>\n\n\t<<if $y[0] lt $color_check[0]>>\n\t\t<<set $z[0] = ($color_check[0] - $y[0])>>\n\t<<elseif $y[0] gt $color_check[0]>>\n\t\t<<set $z[0] = ($y[0]) - $color_check[0]>>\n\t<<else>>\n\t\t<<set $z[0] = 0>>\n\t<</if>>\n\n\t<<if $y[1] lt $color_check[1]>>\n\t\t<<set $z[1] = ($color_check[1] - $y[1])>>\n\t<<elseif $y[1] gt $color_check[1]>>\n\t\t<<set $z[1] = ($y[1]) - $color_check[1]>>\n\t<<else>>\n\t\t<<set $z[1] = 0>>\n\t<</if>>\n\n\t<<if $y[2] lt $color_check[2]>>\n\t\t<<set $z[2] = ($color_check[2] - $y[2])>>\n\t<<elseif $y[2] gt $color_check[0]>>\n\t\t<<set $z[2] = ($y[2]) - $color_check[2]>>\n\t<<else>>\n\t\t<<set $z[2] = 0>>\n\t<</if>>\n\n<<if ($z[0] + $z[1] + $z[2]) lt $z[3]>>\n\t<<set $z[3] = ($z[0] + $z[1] + $z[2])>>\n\t<<set $z[4] = $color_selection[$x]>>\n<</if>>\n\n<<set $x++>><<display Color_Determine>>\n<<else>>\n\n\t<<if $color_check[3] neq $z[4]>>\n\t\t<<= "<<set $color_check[3] = $color_" + $z[4] + "[3]>>">>\n\t<</if>>\n\n<</if>>
/% Replace Hunter_Name Variables, just in case %/\n<<if $hunter_name[2] is "">><<set $hunter_name[2] to 0>><</if>>\n<<if $hunter_name[3] is "">><<set $hunter_name[3] to 0>><</if>>\n\n<<if $hunter_model is "avian">>\n\t\t<<set $hunter_form = ["mirroid",1,1,2,2,1,2]>>\n\n<<elseif $hunter_model is "bovine">>\n\t<<if $hunter_make is "bipedal">>\n\t\t<<set $hunter_form = ["mirroid",1,1,2,2,1,0]>>\n\t<<else>>\n\t\t<<set $hunter_form = ["mirroid",1,2,2,2,1,0]>>\n\t<</if>>\n\n<<elseif $hunter_model is "canine">>\n\t<<if $hunter_make is "bipedal">>\n\t\t<<set $hunter_form = ["mirroid",1,1,2,2,1,0]>>\n\t<<elseif $hunter_make is "quadruped">>\n\t\t<<set $hunter_form = ["mirroid",1,2,2,2,1,0]>>\n\t<<elseif $hunter_make is "wartaur">>\n\t\t<<set $hunter_form = ["mirroid",1,2,2,4,1,0]>>\n\t<</if>>\n\n<<elseif $hunter_model is "caprine">>\n\t<<if $hunter_make is "bipedal">>\n\t\t<<set $hunter_form = ["mirroid",1,1,2,2,1,0]>>\n\t<<else>>\n\t\t<<set $hunter_form = ["mirroid",1,2,2,2,1,0]>>\n\t<</if>>\n\n<<elseif $hunter_model is "centaur">>\n\t\t<<set $hunter_form = ["mirroid",1,1,3,2,1,0]>>\n\n<</if>>
<<if $z[0] is 1>>\n\t<<set $x = $hunter_name[1]>>\n\t<<set $y = ($hunter_name[1].length)-1>>\n\t<<if $debug is 1>>First Name Checking Invoked<br><</if>>\n\t<<display Creator_NumberChecks>>\n<</if>>\n\n<<if $z[1] is 1>>\n\t<<set $x = $hunter_name[2]>>\n\t<<set $y = ($hunter_name[2].length)-1>>\n\t<<if $debug is 1>>Middle Name Checking Invoked<br><</if>>\n\t<<display Creator_NumberChecks>>\n<</if>>\n\n<<if $z[2] is 1>>\n\t<<set $x = $hunter_name[3]>>\n\t<<set $y = ($hunter_name[3].length)-1>>\n\t<<if $debug is 1>>Last Name Checking Invoked<br><</if>>\n\t<<display Creator_NumberChecks>>\n<</if>>
<<set document.title = "Adaptaion 21XX (α.1.0)">>\n\n/% Return Button is in StoryMenu. %/\n<<if (passage().substr(0, 4) neq "Sheet") and (passage().substr(0, 4) neq "Codex") and (passage() neq "Cheats") and (passage() neq "Options")>>\n\t<<set $ui_back = passage()>>\n<</if>>\n\n<<display Stylesheet_Selection>>\n\n<<if $debug neq 0>>\n\t<<if $debug lte 2>><span class="debug">DEBUG MODE: <<= passage()>>| UI-Back: <<= $ui_back>><br></span><</if>>\n<</if>>\n\n<<addclass "body" "mun">>
\t<p>Taking the Indigo Line from the Aeroport in District Four, the Hunter road the high-speed rail system into the industrial-heavy sector of District Three. Why <<= $hunter_heshe>> couldn't just teleport in was beyond <<= $hunter_himher>>, but if a Senior Hunter makes a request of you, generally you do it. Years of experience gives them reason to ask things of fresher soldiers that may not always be clear to the younger.</p>\n\n\t<p><<if $hunter_race is "Quadruped">>Climbing up onto the seats whose backs were facing the tall<<else>>Leaning against the tall back<</if>> windows of the train, <<= $hunter_heshe>> looked out at all the life of the district and everything became clear. Black smoke from the occassional burning building, and heavy damage done by plasma weaponry was dotted all over the District. Construction crews were all over the place, repairing damage to short, wide buildings dotting the zone. In this day and age, this scene was abnormal... a city obviously having issues of Rogue incursions.</p>\n\n\t<p>"It's a warzone," <<= $hunter_heshe>> considered alloud.</p>\n\n\t<p>\n\t<<if $hunter_species is "Mirroid">>"You would know," an older man said from nearby. Glancing away rom the cityscape, the Hunter met the eyes of the wrinkled face. "Damn mirroids, Rogues or not... you're all trouble." It didn't matter that the gold and blue RH emblem was on <<= $hunter_hisher>> chest, the human's face was defiant. Blinking <<= $hunter_hisher>> eyes, the Hunter looked back out at the city and ignored the man, <<= either("returning", "going back")>> to <<= $hunter_hisher>> thoughts.\n\n\t<<elseif $hunterspecies is "Human">><p>"It's those damn mirroids," said an older man from nearby. "You've got your work cut out for you, Hunter, but don't be fooled," the man insisted. "Rogue or not, all mirroids are trouble." He was firm in what he said, but also had a smile to his face. "This is my home, and I know these streets... and it's good to see new faces keep showing up to help thid distict." Nodding to the old man, the Hunter looked back out at the city, <<= either("returning", "going back")>> to <<= $hunter_hisher>> thoughts.\n\t<</if>></p>\n\n\t<p>Situated along the upper plate of Earthsaver District Three, the Rogue Hunter Headquarters has quick access to most of the more populated sections of this part of the city. The perpetual motion Mega Highway is great for Hunter's with Mag-Bikes, allowing can respond to all areas of the district within mere moments of departure. The building itself is a grayish silver, lined with single, thick dark blue stripe circling it. In the same paint are the letters "RHHQ" atop the frosted glass of the front double-doors.</p>\n\n<<if $hunter_premade is 0>>[[Select Personality|New_Personality]]<<else>>[[Continue Story|New_Premade_Introduction]]<</if>>
<h1>Primary Objectives</h1>\n<ul>\n<li>Goto Meeting with Senior Hunter Stalton (RHHQ|Command Center)</li>\n</ul>\n\n<h1>Seconday Objectives</h1>\n\n<h1>Past Objectives</h1>\n\n\n<h1>Last Missed</1>
<<if $hunter_mouth[0] is "Human">>\n\t<<= either("smile","grin","smirk")>> <<= either("makes its way across","crosses","appears on","slides onto">> <<= $hunter_hisher>> <<= either("face","lips","mouth","kisser")>>\n\t\t\t\n<<elseif $hunter_mouth[0] is "Muzzle">>\n\n<<elseif $hunter_mouth[0] is "Beak">>\n\n<</if>>
\t<<if $debug is 1>><span class="debug">\nCreator_NumberChecks | Name Checking "<<= $x>>" at Character #<<= ($y + 1)>> (<<= $x.charAt($y)>>)\n\t<br></span><</if>>\n\n\n<<if isNaN($x.charAt($y)) is false>>\n<<set $creator_warning[0] = 4>>\n<</if>>\n\n<<set $y-->>\n\n<<if ($y gte 0) and ($creator_warning[0] neq 4)>>\n\t<<display Creator_NumberChecks>>\n<</if>>
<<display Combat_Action>>\n\n<<display Combat_Story>>\n\n<<display Combat_Bars>>
<<if ($hunter_name[1] is "Burning") and ($hunter_name[3] is "Ember")>><<set $creator_warning[0] = 2>><<endif>>\n\n<<if ($hunter_name[1] is "Cheater") and ($hunter_name[3] is "Cheater")>><<set $name_message = "Do you want to Cheat a game?"; $creator_warning[0] = 1; $cheater = 1; $hunter_name[1] = 0;$hunter_name[3] = 0>><<endif>>\n\n<<if ($hunter_name[1] is "Daniel") and ($hunter_name[3] is "Stalton")>><<set $creator_warning[0] = 2>><<endif>>\n\n<<if ($hunter_name[1] is "Dee") and ($hunter_name[3] is "Bug")>><<if $debug is 0>><<set $name_message = "Debug Mode Activated"; $creator_warning[0] = 1; $debug = 1; $hunter_name[1] = 0;$hunter_name[3] = 0>><<elseif $debug is 1>><<set $debug = 0; $hunter_name[1] = 0;$hunter_name[3] = 0>><<endif>><<endif>>\n\n<<if ($hunter_name[1] is "Glacial") and ($hunter_name[3] is "Accalia")>><<set $creator_warning[0] = 2>><<endif>>\n\n<<if ($hunter_name[1] is "Faith") and ($hunter_name[3] is "Winslow")>><<set $creator_warning[0] = 2>><<endif>>\n\n<<if ($hunter_name[1] is "Howard") and ($hunter_name[3] is "Johnson")>><<set $creator_warning[0] = 3>><<display New_Premade_Load>><<endif>>\n\n<<if ($hunter_name[1] is "Jane") and ($hunter_name[3] is "O’Malley")>><<set $creator_warning[0] = 2>><<endif>>\n\n<<if ($hunter_name[1] is "Joseph") and ($hunter_name[3] is "Shriner")>><<set $creator_warning[0] = 2>><<endif>>\n\n<<if ($hunter_name[1] is "Perfurante") and ($hunter_name[3] is "Lebre")>><<set $creator_warning[0] = 2>><<endif>>\n\n<<if ($hunter_name[1] is "Rover") and ($hunter_name[3] is "Norquest")>><<set $creator_warning[0] = 2>><<endif>>\n\n<<if ($hunter_name[1] is "Tumiqat") and ($hunter_name[3] is "Helia")>><<set $creator_warning[0] = 2>><<endif>>\n\n<<if ($hunter_name[1] is "Willis") and ($hunter_name[3] is "Tower")>><<set $creator_warning[0] = 2>><<endif>>\n\n<<set $hunter_name[1] = 0; $hunter_name[3] = 0; $hunter_name[2] = 0>>
/% Defaulting Cheat Variables %/\n<<set $cheat = "qwerty"; $cheater = 1; $cheats_active = []>>\n/%\t$cheat is Entered Cheat\n\t$cheater is Cheat Screen Y/N\n\t$cheats_active is Number of Active Cheats\n%/\n\n\n/% System Level Cheats %/\n<<set $cheats_test = [0,"Testing Cheat","Included specifically to test the Cheats Interface","System"]>>\n\n<<set $cheats_debug = [0,"Debug Menu","Activates the Debug Dropdown","System"]>>\n\n\n/% Character Creation Cheats %/\n<<set $cheats_sexes = [0,"All Sex Options","Opens all Sexual Characteristics for use in Detailed Creation","Character Creation"]>>\n\n<<set $cheats_dragoon = [0,"Dragoon Species","Allows Dragoon Species at Character Creation","Character Creation"]>>\n\n<<set $cheats_centaur = [0,"WarTaur Make","Allows WarTaur Mirroid Make at Character Creation","Character Creation"]>>\n\n<<set $cheats_serpentine = [0,"Merpo Make","Allows Merpo Mirroid Make at Character Creation","Character Creation"]>>
/% ### Physical ### %/\n\n<<set $quirk_list_physical = ["daredevil","endurancerunner","anosmia","hardofhearing","oneeye","deaf","mute","blind"]>>\n\n<<set $quirk_daredevil = ["Daredevil",3,"Merit","One of the things your character excells at is taking unessisary risks. Though this Quirk does not apply to Combat, it can certainly add to their story, their origin included. On any Non-Combat Roll whose danger sets the difficulty at or above 8 where a failure would result in notable damage to your character, this Quirk will add 3 Dice to the Roll and remove a single Botch.","+3 Dice to Dicepool when Difficulty of a Non-Combat Action is 8 or Higher and would result in the loss of 3 or more Hit Points.",0]>>\n\n<<set $quirk_endurancerunner = ["Endurance Runner",3,"Merit","As the old saying goes, \s"Whenever they run, take a shot!\s". This is because most Rogue Hunters do not have the stamina for a prolonged escape attempt by a cowardly Rogue. With this Quirk, your Hunter can be one of the exceptions. For long-distance running—including giving chase—this quirk allows your character to move at double-speed for as many hours as they have points in Stamina. This speed increase does not count in basic doding or using dashes to close distance, it is purely for use in running for long periods of time.","Double Speed for a Number of Hours equal to unmodified Stamina while running.",0]>>\n\n<<set $quirk_anosmia = ["Anosmia",1,"Flaw","Your character has lost all sense of taste and smell. Whether this be due to a fungal infection when they were young, or a design defect from their production line, they automatically fail all Rolls for Tracking by Scent or determining chemicals through taste. Conversely, without being able to sense chemicals in the air, they may also be immue to some specific envirometal conditions.","TLDR",0]>>\n\n<<set $quirk_hardofhearing = ["Hard of Hearing",1,"Flaw","For whatever reason, your character has trouble being able to hear to the fullest. This may be because of scarring, a design defect, or result of a illness. Whatever the case may be, your character has trouble with auditory checks and makes them at an increased difficulty.","Plus 2 Difficulty to all Rolls involving Hearing.",0]>>\n\n<<set $quirk_oneeye = ["One Eye",1,"Flaw","<p>$n has a cybernetic replacements for one or more eyes. They may deactivate or remove them during their off-time, leaving them with only a single eye for seeing the world or a strong EMP may deactivate them, bringing this Flaw to the forefront. During these times, your Hunter lacks depth perception and their blindside has no peripherial vision. While monocular vision is in effect, all Vision Roll difficulties are increased by 2, or 3 if Range is involved.</p>","Plus 2 Difficulty to Vision Checks, Plus 3 if Ranged.",0]>>\n\n<<set $quirk_deaf = ["Deaf",2,"Flaw","Your character has cybernetic enhancements to counteract the fact that they are otherwise deaf. This may have been a birth defect or from damage sustained in a war, but the end result is that without their enhancement functioning, they fail all Hearing Rolls. Suficiently loud sounds may be noticeable as vibrations.","Auto-Fail Hearing Rolls, Perception Rolls based on Hearing are Plus 3 Difficulty.",0]>>\n\n<<set $quirk_mute = ["Mute",2,"Flaw","Long Description","TLDR",0]>>\n\n<<set $quirk_blind = ["Blind",4,"Flaw","Long Description","TLDR",0]>>\n\n\n\n/% ### Mental ### %/\n<<set $quirk_list_mental = ["commonsense","computerproficiency"]>>\n\n<<set $quirk_commonsense = ["Common Sense",4,"Merit","Placeholder Text for possibly one of the most difficult Quirks to Code in the whole game.","TLDR",0]>>\n\n<<set $quirk_computerproficiency = ["Computer Proficiency",2,"Merit","Your character knows the workings of computers, inside and out... from the hardware and software to even it's advanced uses. Maybe you just have a logical mind or the basics of computer opperation has been a part of your design. Whatever the case, all Rolls involving Computers are at a Negative 2 Difficulty. Please be aware, while computers are ubiquitous, they are not everything technological.","Negative 2 Difficulty on Rolls involving the Computers Knowledge.",0]>>\n\n<<set $quirk_name = ["Name",1,"Merit","Long Description","TLDR",0]>>\n\n<<set $quirk_name = ["Name",1,"Merit","Long Description","TLDR",0]>>\n\n<<set $quirk_name = ["Name",1,"Merit","Long Description","TLDR",0]>>\n\n<<set $quirk_inindustriaphobia = ["Inindustriaphobia",3,"Flaw","Long Description","TLDR",0]>>/% Fear of Becoming Energy. %/\n\n<<set $quirk_list = $quirk_list_physical + $quirk_list_mental>>
/% if $selector_data is "something"%/\n\n<<set $selector_split = [8,80,12]>>\n\n<<= "<div style=\s"height:100%; width:100%; position:relative; margin: auto;\s">\n\n\t<div style=\s"height:" + $selector_split[0] + "%; overflow-y:auto; background-color:#000011; text-align:center; vertical-align:middle;\s">\n\n\t<h3 style=\s"text-transform:capitalize; font-variant:small-caps; font-size: 28pt; position:relative; top:-10px\s"><<= \s"$" + $selector_data + "_" + $selector_names[$x] + "[1]\s">></h3>\n\t</div>\n\n\t<div style=\s"height:" + $selector_split[1] + "%; overflow-y:auto; background-color:#001100;\s">\n\t\t<<display Selector_Tall_Main>>\n\t</div>\n\t<div style=\s"height:" + $selector_split[2] + "%; overflow-y:auto; background-color:#110000\s">\n\t\t<<display Selector_Tall_Extra>>\n\t</div>\n\n</div>">>
span.debug, div.debug {\n\tfont: 8pt Courier New; letter-spacing: -1px;\n\t}\ndiv.debug {\n\tline-height: 1;\n\t}
<<if $debug[2] is 1>><span class="debug">\n\tMenus_Display: $x|<<= $x>>\n<<if $x is 0>><br><</if>>\n</span><</if>>\n\n<<if $tabs_active[$x] is 1>>\n\t<<= "<<display " + $tabs_link[$x] + ">>">>\n<<elseif $x neq $tabs_active.length>>\n\t<<set $x++>>\n\t<<display Menus_Body>>\n<<else>>\n\tError: No Body Text\n<</if>>
<div style="padding-left:1%; padding-right:1%;"><<= "<<= \s"$" + $selector_data + "_" + $selector_names[$x] + "[2]\s">>">></div>
<table class="mun"><tr>\n<td class="mun" width="33%">\nX-Box Live: Huntermun<br>\nPlayStation Network: Huntermun<br>\nNintendo Account: Huntermun\n</td><td class="mun" width="33%">\nFacebook: [[Huntermun|https://www.facebook.com/Huntermun]]<br>\nTwitter: [[Huntermun|https://twitter.com/Huntermun]]<br>\nTmblr: [[Huntermun|http://huntermun.tumblr.com]]\n</td><td class="mun" width="33%">\nDeviantArt: [[neo-no1Uknow|http://neo-no1Uknow.deviantart.com/]]<br>\nFurAffinity: [[Huntermun|http://www.furaffinity.net/user/huntermun/]]<br>\nSoFurry: [[Huntermun|https://huntermun.sofurry.com]]\n</td>\n</tr></table>\n\n<table class="mun"><tr>\n<td class="mun">Patreon: [[Improvision Entertainment|https://www.patreon.com/ImprovisionEntertainment]]</td></tr></table>
<<display Stylesheet_Selection>>\n\n<<if $hunter_name[0] is "Mononym">><<set $hunter_name[3] = 0; $hunter_name[2] = 0>><</if>>\n\n<p><<if $hunter_personality is "Slacker">>Leaning back from the counter, the new arrival smiled. "Hunter <<if $hunter_name[0] neq "Mononym">><<= $hunter_name[3]>><<else>><<= $hunter_name[1]>><</if>>," <<= $hunter_name[1]>> said through <<= $hunter_hisher>> grin. "Should be for noon."<</if>>\n\n<<if ($hunter_personality is "Easygoing") or ($hunter_personality is "Normal")>>"Hunter <<if $hunter_name[0] neq "Mononym">><<= $hunter_name[3]>><<else>><<= $hunter_name[1]>><</if>>, at your service," <<= $hunter_name[1]>> said putting a hand forward over the counter to shake. The receptionist smiled in reply and took <<= $hunter_hisher>> hand, shaking it once in her metallic red glove. "Should be for 1200 hours."<</if>>\n\n<<if $hunter_personality is "Jumpy">>Leaning forward over the desk, <<= $hunter_name[1]>> glanced left and right as if the information <<= $hunter_heshe>> was going to reveal was classified. "Hunter <<if $hunter_name[0] neq "Mononym">><<= $hunter_name[3]>><<else>><<= $hunter_name[1]>><</if>>," <<= $hunter_heshe>> said softly. "Like I said, I should have a meeting for 1200 hours with Senior Hunter Stalton."<</if>>\n\n<<if ($hunter_personality is "By the Book") or ($hunter_personality is "Rough Life")>>"Hunter <<if $hunter_name[0] neq "Mononym">><<= $hunter_name[3]>><<else>><<= $hunter_name[1]>><</if>>," <<= $hunter_name[1]>> answered plainly. "The meeting should be at 1200 hours," <<= $hunter_heshe>> added.<</if>>\n\n<<if $hunter_personality is "Intense">>"Hunter <<if $hunter_name[0] neq "Mononym">><<= $hunter_name[3]>><<else>><<= $hunter_name[1]>><</if>>," <<= $hunter_heshe>> grumbled. Staring her down, she squirmed a little in her chair. "The meeting... is for 1200 hours," <<= $hunter_heshe>> added slowly, almost as if it was a threat.\n\n<</if>></p>\n\n<p>"Ah," she remarked. "I <i>do</i> see an apointment scheduled for you Hunter <<if $hunter_name[0] neq "Mononym">><<= $hunter_name[3]>><<else>><<= $hunter_name[1]>><</if>>," the woman said, moving her hand over the screen just in front of her. "I'm Faith... [[Reserve Hunter Winslow|Codex_Hunter_FaithWinslow]], actually." <span class="codex">New Codex<<set $knowledgeof_winslow =1>></span></p>\n\n<<if $huntermun is 1>><table class="mun"><tr><td class="mun"><p><b>[[Huntermun|Huntermun]]:</b> You see that <span class="codex">New Codex</span> displayed in the above page? You should see that whenever you gain new knowledge which isn't a part of general information.</p><p>In this case, [[Faith Winslow|Codex_Hunter_FaithWinslow]]'s Codex Entry is now unlocked because a quirk of the in-universe security makes it so you have to search for someone specifically on your Codex. You cannot simply dig through all the Rogue Hunter files or search them at your leisure.</p></td></tr></table><</if>>\n\n<p>Faith bowed her head slightly. She indicated the RH emblem on her upper left chest with her right hand, moving the jacket she was wearing over her armour just enough out of the way. "I handle administrative tasks, mostly, though District Three is a real trouble spot and so I see more action that most people who sit behind a desk." It was hard to tell if she considered that good or bad just from her words alone.</p>\n\n<p>"If you'll just take a seat over there, it's nearly noon and so you won't have to wait long," she said with a smile, motioning to a nearby white bench. "Unless there's anything else?"</p>\n\n<<set $time_hours = 1145>>\n\n<<display New_Lobby_Selection>>
/% ### Species Information ### %/\n\n/% Huamn Species Information %/\n<<set $species_human = [1,"human","<p>If you're playing this game, you're probably human. Humans are the last remaining member of the Hominina group of common ancestors. They stand upright on two legs and have used manual dexterity to get to the top of the food chain mainly by use of various tools. The also excel at written and verbal communication.</p><p>The modern homo sapien became distinct among the mammals of Earth about 200,000 years ago and have only just recently begun to branch their civilization out beyond their one small planet. The human species is interplanetary, having a colony on Mars in addition to Earth.</p>","Bipedal, mammalians. Probably what you are.","Positive","Negative"]>>\n\n/% Huamn Species Information %/\n<<set $species_mirroid = [1,"mirroid","<p>Modeled after humanity sometime in the late twenty-first century, Mirroids were created in the mirror image of humans and other mammilian creatures. Throughout the course of the last four decades, mirroids have been produced in various shapes and sizes. They are not limited to bipedal in make, but also to quadrupedal, tauric, or even serpentine shapes.</p><p>Having a basis in humanity has given parity with human intelligence and mannerism. However, due to the way they have been manufactured, they cannot biologically reproduce their own species. Some have the capacity to reproduce as humans or other animals, though that isn't all that common. Additionally, nearly all are atheistic.</p>","Tooltip Description of a Mirroid","Positive","Negative"]>>\n\n/% Huamn Species Information %/\n<<set $species_dragoon = [0,"dragoon","<p>Long Description of a Dragoon.</p>","Tooltip Description of a Dragoon","Positive","Negative"]>>\n\n\n/% ### Mirroid Make Information ### %/\n\n/% Biped Make Information %/\n<<set $make_biped = [1,"biped","Long Description of a Biped","Tooltip Description of a Biped","Positive","Negative"]>>\n\n/% Quadruped Make Information %/\n<<set $make_quadruped = [1,"quadruped","Long Description of a Quad","Tooltip Description of a Quad","Positive","Negative"]>>\n\n/% WarTaur Make Information %/\n<<set $make_wartaur = [0,"wartaur","Long Description of a WarTaur","Tooltip Description of a WarTaur","Positive","Negative"]>>\n\n/% Merpo Make Information %/\n<<set $make_merpo = [0,"merpo","Long Description of a Merpo","Tooltip Description of a Merpo","Positive","Negative"]>>\n\n\n/% ### Mirroid Model Information ### %/\n/%\tmodel: 0 through 3 are biped, quadruped, wartaur, or merpo Yes/No\n\tquirks: Quirks\n\tcategories: For later searching...\n\t%/\n<<set $model_list_all = ["avian","canine"]>>\n<<set $model_list_birds = ["avian"]>>\n<<set $model_list_dogs = ["canine"]>>\n<<set $model_list_canine = ["canine"]>>\n<<set $model_list_winged = ["avian"]>>\n\n/% Avian Model Information %/\n<<set $model_avian = [1,"avian","Avian Long Description...","Tooltip Description of a Human"]>>\n<<set $model_avian_avail = [1,0,0,0]>>\n<<set $model_avian_quirks = ["Pos1","Pos2"]>>\n<<set $model_avian_categories = ["birds","domesticated","feral"]>>\n\t<<display Load_Breed_Avian>>\n\n/% Bovine Model Information %/\n<<set $model_bovine = [0,"bovine","Long Description of a Biped","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Canine Model Information %/\n<<set $model_canine = [1,"canine","Based on Domestic Dogs","Tooltip Description of a Human"]>>\n<<set $model_canine_avail = [1,1,1,0]>>\n<<set $model_canine_quirks = ["Pos1","Pos2"]>>\n<<set $model_canine_categories = ["canines","domesticated"]>>\n\n/% Caprine Model Information %/\n<<set $model_caprine = [0,"caprine","Goat","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Centaur Model Information %/\n<<set $model_centaur = [0,"centaur","Centaur Descript","Tooltip Description of a Human","Positive","Negative",0,0,1,0]>>\n\n/% Cetacea Model Information %/\n<<set $model_cetacea = [0,"cetacea","Orcas, Whales, and Dolphins.","Tooltip Description of a Human","Positive","Negative",1,0,0,1]>>\n\n/% Chakat Model Information %/\n<<set $model_chakat = [0,"chakat","Chakat","Tooltip Description of a Human","Positive","Negative",0,0,1,0]>>\n\n/% Chamrosh Model Information %/\n<<set $model_chamrosh = [0,"chamrosh","(Body of Canine, Head/Wings of Bird)","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Cockatrice Model Information %/\n<<set $model_cockatrice = [0,"cockatrice","(Chicken Base, Horns, Slit Eyes, Lizard Tail)","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Equine Model Information %/\n<<set $model_equine = [0,"equine","Horse Long","Tooltip Description of a Human","Positive","Negative",1,1,1,0]>>\n\n/% Feline Model Information %/\n<<set $model_feline = [0,"feline","Feline Long","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Gryphon Model Information %/\n<<set $model_gryphon = [0,"gryphon","Gryphon Long","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Hippogriff Model Information %/\n<<set $model_hippogriff = [0,"hippogriff","(Top Half Eagle, Lower Half Horse, Wings)","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Jackalope Model Information %/\n<<set $model_jackalope = [0,"jackalope","(Rabbit with Antelope Horns)","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Kitsune Model Information %/\n<<set $model_kitsune = [0,"kitsune","Tails Based on Rank, Generally","Tooltip Description of a Human","Positive","Negative",1,0,0,0]>>\n\n/% Leporine Model Information %/\n<<set $model_leporine = [0,"leporine","Rabbit Long","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Lupine Model Information %/\n<<set $model_lupine = [1,"lupine","Wolf Long","Tooltip Description of a Human","Positive","Negative",1,1,1,0]>>\n\n/% Manticore Model Information %/\n<<set $model_manticore = [0,"manticore","(Body of Red Lion, Human Head, Three Rows of Teeth, sometimes Bat or Dragon Wings, with Dragon or Scorpion Tail)","Tooltip Description of a Human","Positive","Negative",0,1,0,0]>>\n\n/% Marsupial Model Information %/\n<<set $model_marsupial = [0,"marsupial","kangaroos, wallabies, the koala, possums, opossums, wombats, Long","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Merfolk Model Information %/\n<<set $model_merfolk = [0,"merfolk","(Human from waiste up, fish from waist down.)","Tooltip Description of a Human","Positive","Negative",0,0,0,1]>>\n\n/% Minotaur Model Information %/\n<<set $model_minotaur = [0,"minotaur","(Head of Bull, Body of Man)","Tooltip Description of a Human","Positive","Negative",1,0,0,0]>>\n\n/% Murine Model Information %/\n<<set $model_murine = [0,"murine","Mouse or Rat","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Mustelid Model Information %/\n<<set $model_mustelid = [0,"mustelid","otter, badger, weasel, marten, ferret, mink, or wolverine","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Ovine Model Information %/\n<<set $model_ovine = [0,"ovine","Sheep","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Pantherine Model Information %/\n<<set $model_pantherine = [0,"pantherine","Big Cat","Tooltip Description of a Human","Positive","Negative",1,1,1,0]>>\n\n/% Pheonix Model Information %/\n<<set $model_pheonix = [0,"pheonix","Fire Bird","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Procyonid Model Information %/\n<<set $model_procyonid = [0,"procyonid","raccoons, coatis, kinkajous, olingos, olinguitos, ringtails and cacomistles.","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Rusine Model Information %/\n<<set $model_rusine = [0,"rusine","Deer Long","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Sapien Model Information %/\n<<set $model_sapien = [0,"sapien","Appears Human","Tooltip Description of a Human","Positive","Negative",1,0,0,0]>>\n\n/% Selachimorpha Model Information %/\n<<set $model_selachimorph = [0,"selachimorph","Shark Long","Tooltip Description of a Human","Positive","Negative",1,0,0,1]>>\n\n/% Sergal Model Information %/\n<<set $model_sergal = [0,"sergal","Sergal Long","Tooltip Description of a Human","Positive","Negative",1,0,0,0]>>\n\n/% Serpentine Model Information %/\n<<set $model_serpentine = [0,"serpentine","Serpentine Long","Tooltip Description of a Human","Positive","Negative",1,0,0,1]>>\n\n/% Simian Model Information %/\n<<set $model_simian = [0,"simian","Simian Long","Tooltip Description of a Human","Positive","Negative",1,1,0,0]>>\n\n/% Sphinx Model Information %/\n<<set $model_sphinx = [0,"sphinx","Sphinx Long","Tooltip Description of a Human","Positive","Negative",0,1,0,0]>>\n\n/% Ursine Model Information %/\n<<set $model_ursine = [0,"ursine","Ursine Long","Tooltip Description of a Human","Positive","Negative",1,1,1,0]>>\n\n/% Vulpine Model Information %/\n<<set $model_vulpine = [1,"vulpine","Vulpine Long","Tooltip Description of a Human","Positive","Negative",1,1,1,0]>>\n\n\n\n/% ### Species Information ### %/\n\n/% European-Style Name-Type Information %/\n<<set $name_type_european = [0,"european","First/Last","Tooltip Description of a Human"]>>\n\n/% Mononym Name-Type Information %/\n<<set $name_type_mononym = [0,"mononym","One Name","Tooltip Description of a Human"]>>\n\n/% Eastern Order Name-Type Information %/\n<<set $name_type_eastern = [0,"eastern","Surname/Given","Tooltip Description of a Human"]>>\n\n\n/% ### Quriks Load ### %/\n<<display Load_Quirks>>
<<if $debug is 1>>Creator_Gender: <</if>>\n<<display Stylesheet_Selection>>\n\n<table width="100%">\n\n<tr>\n\t<td class="radio">\n\t<<button [[Choose Gender|GameStart_Creator]]>><</button>></td>\n\t<td class="menus_header">Choose the Gender of your Hunter</td>\n\n</tr><tr>\n\t<td class="radio"><span class="radio_item">Fluid</span>\n\t<<radiobutton "$hunter_gender" "Fluid">></td>\n\t<td class="radio_choice">Your Hunter identifies with the pronoun used for their current sex.</td>\n\n</tr><tr>\n\t<td class="radio"><span class="radio_item">Female</span>\n\t<<radiobutton "$hunter_gender" "Female">></td>\n\t<td class="radio_choice">Your Hunter identifies with female gender pronouns (She, Her).</td>\n\n</tr><tr>\n\t<td class="radio"><span class="radio_item">Male</span>\n\t<<radiobutton "$hunter_gender" "Male">></td>\n\t<td class="radio_choice">Your Hunter identifies with male gender pronouns (He, His).</td>\n\n</tr><<if $cheats_sex is 1>><tr>\n\t<td class="radio"><span class="radio_item">Herm</span>\n\t<<radiobutton "$hunter_gender" "Herm">></td>\n\t<td class="radio_choice">Your Hunter identifies as the socially understood hermapohodite gender pronouns (Shi, Hir).</td>\n</tr><</if>>\n\n</table>\n\n<<if $hunter_gender is "Fluid">>\n\n\t<<if ($hunter_sex is "Male") or ($hunter_sex is "Cuntboi")>><<set $hunter_gender = "Male">>\n\n\t<<elseif ($hunter_sex is "Female") or ($hunter_sex is "She-Male")>><<set $hunter_gender = "Female">>\n\n\t<<elseif ($hunter_sex is "Female Herm") or ($hunter_sex is "Male Herm")>><<set $hunter_gender = "Herm">>\n\n\t<<elseif $hunter_sex is "Genderless">><<set $hunter_gender = "None">>\n\t<</if>>\n\n<<elseif $hunter_gender is "Female">>\n\t<<set $hunter_heshe = "she", $hunter_himher = "her", $hunter_hisher = "her", $hunter_hisherself = "herself">>\n\n<<elseif $hunter_gender is "Male">>\n\t<<set $hunter_heshe = "he", $hunter_himher = "him", $hunter_hisher = "his", $hunter_hisherself = "hiaself">>\n\n<<elseif $hunter_gender is "Herm">>\n\t<<set $hunter_heshe = "shi", $hunter_himher = "hir", $hunter_hisher = "hir", $hunter_hisherself = "hirself">>\n\n<<elseif $hunter_gender is "None">>\n\t<<set $hunter_heshe = "it", $hunter_himher = "its", $hunter_hisher = "its", $hunter_hisherself = "itself">>\n\n<</if>>
/% Needs to have a Base Difficulty and Actor before Starting %/\n\n<<set $x = 0; $y = 0; $z = 0>>\n\n<<display Actor>>\n\n<<set $x = 0; $y = 0; $z = 0>>\n\n<<display Rolls>>
<<print $hunter_rank>>
<<if $x neq 1>>\n\t<<if $actor.atChar[$y] is "_">>\n\t\t<<set $x to 1>>\n\t\t<<= "<<set " + $actor_prefix + " to " + $actor.substr[0,$y] + " >>">>\n\t<<elseif $actor.atChar[$y] neq "_">>\n\t\t<<set $y++>>\n\t\t<<display Actor_NPC>>\n\t<</if>>\n<</if>>
<<if $debug is 1>># Visted This Link: <<= visited()>><</if>>\n<<if visited() is 1>><<set $time_add = 4>><</if>>\n\n<<display Character_Time>>\n\n<p>Programming Monitors</p>\n\n<<display New_Lobby_Selection>>
[[Huntermun]]
<<if $debug is 1>><span class="debug">\n\tCreator_Form: Start, Species: <<= $hunter_species>>, Make <<= $hunter_make>>, Model: <<= $hunter_model>>\n<br></span><</if>>\n\n<span id="top"></span>\n\n<<if $hunter_species is 0>>\n\t/%\tSpecies Selection: Humans, Mirroids, and Dragoons if Unlocked %/\n\t<<if $debug is 1>><span class="debug">\n\t\tCreator_Form | Pick Species: <<= $menu_sl_names>>\n\t<br></span><</if>>\n\n\t<<set $menu_tp_names = ["Choose Species","N/A"]; $menu_tp_active = [10,0] >>\n\t<<set $menu_tp_reset = ["#top","N/A"]>>\n\t<<set $menu_type = "tp">><<display Menu>>\n\n\t<<set $menu_sl_names = ["human"] ; $menu_sl_active = [2] >>\n\t<<set $x = 0>>\n\t\t<<if $cheats_dragoon is 1 or $unlocks_dragoon is 1>>\n\t<<set $x++; $menu_sl_names[$x] = ["dragoon"]; $menu_sl_active[$x] = [2]>>\n\t\t<</if>>\n\t<<set $x++; $menu_sl_names[$x] = ["mirroid"]; $menu_sl_active[$x] = [2]>>\n\n\t<<set $menu_change = "species">>\n\t<<set $menu_type = "sl"; $menu_height = "tall">>\n\t<<display Menu>>\n\n<<elseif $hunter_species is "human">>\n\t<<set $menu_tp_names = ["Reset Species","Human"]; $menu_tp_active = [2,10]>>\n\t<<set $menu_tp_reset = ["$hunter_species = 0","#top"]>>\n\n\t<<set $hunter_form = ["human",1,1,2,2,0]>>\n\tSpecies is Human\n\n<<elseif $hunter_species is "mirroid">>\n\t<<if $hunter_make is 0>>\n\t/%\t\tMirroid Make Selection: Two-Legged, Four-Legged, Centaur, or Serpentine if Unlocked. %/\n\t\t<<if $debug is 1>><span class="debug">\n\t\t\tCreator_Form | Mirroid Makes: <<= $menu_sl_names>>\n\t\t<br></span><</if>>\n\n\t\t<<set $menu_tp_names = ["Reset Species","Choose Make"]; $menu_tp_active = [2,10] >>\n\t\t<<set $menu_tp_reset = ["$hunter_species = 0","#top"]>>\n\t\t<<set $menu_type = "tp">><<display Menu>>\n\n\t\t<<set $menu_sl_names = ["biped","quadruped"]; $menu_sl_active = [2,2]>>\n\t\t<<set $x = 1>>\n\t\t<<if $cheats_merpo is 1 or $unlocks_merpo is 1>>\n\t\t<<set $x++; $menu_sl_names[$x] = ["merpo"]; $menu_sl_active[$x] = [2]>>\n\t\t\t<</if>>\n\t\t<<if $cheats_wartaur is 1 or $unlocks_wartaur is 1>>\n\t\t<<set $x++; $menu_sl_names[$x] = ["wartaur"]; $menu_sl_active[$x] = [2]>>\n\t\t\t<</if>>\n\n\t\t<<set $menu_change = "make">>\n\t\t<<set $menu_type = "sl"; $menu_height = "medium">>\n\t\t<<display Menu>>\n\n\t<<else>>\n\t\t<<if $hunter_model is 0>>\n\t/%\t\tMirroid Model Selection: List Created based on Make choice from previous... %/\n\t\t\t<<if $debug is 1>><span class="debug">\n\t\t\t\tCreator_Form | Mirroid Models: <<= $menu_sl_names>>\n\t\t\t<br></span><</if>>\n\n\t\t\t<<set $menu_tp_names = ["Reset Species","Reset Make","Choose Model"]; $menu_tp_active = [2,2,10] >>\n\t\t\t<<set $menu_tp_reset = ["$hunter_species = 0; $hunter_make = 0","$hunter_make = 0","#top"]>>\n\t\t\t<<set $menu_type = "tp">><<display Menu>>\n\n\t\t\t<<set $menu_mm_active = [0]; $menu_mm_names = ["avian","bovine","canine","caprine","centaur","cetacea","chakat","chamrosh","cockatrice","equine","feline","gryphon","hippogriff","jackalope","kitsune","leporine","lupine","manticore","marsupial","merfolk","minotaur","murine","mustelid","ovine","pantherine","pheonix","procyonid","rusine","sapien","selachimorph","sergal","simian","sphinx","ursine"]>>\n\n\t\t\t<<set $menu_change = "model">>\n\t\t\t<<set $menu_type = "mm">>\n\t\t\t<<display Menu>>\n\n\t\t<<else>>\n\n\t\t\t<<= "<<set $menu_tp_names = [\s"Reset Species\s",\s"Reset Make\s",\s"Reset Model\s",\s"Choose " + $hunter_model.charAt(0).toUpperCase() + $hunter_model.substr(1) + "\s"]; $menu_tp_active = [2,2,2,10] >>">>\n\t\t\t<<set $menu_tp_reset = ["$hunter_species = 0; $hunter_make = 0; $hunter_model = 0","$hunter_make = 0; $hunter_model = 0","$hunter_model = 0","#top"]>>\n\t\t\t<<set $menu_type = "tp">><<display Menu>>\n\n\t\t\t<<if $hunter_model is "avian">>\n\n\t\t\t\t<<set $menu_br_active = [0]; $menu_br_names = ["bluejay","eagle","sparrow"]>>\n\t\t\t\t/% Breed Menu Needs Creation %/\n\n\t\t\t\t<<set $menu_change = "breed">>\n\t\t\t\t<<set $menu_type = "br">>\n\t\t\t\t<<display Menu>>\n\n\t\t\t<<elseif $hunter_model is "bovine">>\n\n\t\t\t<<elseif $hunter_model is "canine">>\n\n\t\t\t<<elseif $hunter_model is "caprine">>\n\n\t\t\t<<elseif $hunter_model is "centaur">>\n\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n<<elseif $hunter_species is "dragoon">>\n\tDragoon Runs\n\n<</if>>
<<= "<<set $y = $cheats_" + $cheat_name + ">>">>\n\n<<if $debug[1] is 1>><span class="debug">\n\tCheats_Use | Y (<<= $y>>)\n<br></span><</if>>\n\n<<if $y[0] is 0>>\n\t<<if $debug[1] is 1>><span class="debug">\n\t\tCheats_Use | ifArray0 is 0\n\t<br></span><</if>>\n\t<<= "<<set $cheats_" + $cheat_name + "[0] = 1>>">>\n\t<<set $cheats_active.push($cheat_name)>>\n\n<<elseif $y[0] is 1>>\n\t<<if $debug[1] is 1>><span class="debug">\n\t\tCheats_Use | ifArray0 is 1\n\t<br></span><</if>>\n\t<<= "<<set $cheats_" + $cheat_name + "[0] = 0>>">>\n\t<<set $cheats_active.splice($cheats_active.indexOf($cheat_name),1)>>\n<</if>>\n\n\t<<if $debug[1] is 1>><span class="debug">\n\t\tCheats_Use | Cheat_Change: <<= "<<= $cheats_" + $cheat_name + ">>">>\n\t<br></span><</if>>
<span style="position: absolute; top: 120px; right: 10px; height: 320px; width: 30px; background-color: navy">\n\n\t<span style="position: absolute; bottom: 0px; right: 0px; width: 15px; height: 300px; background-color: red">A</span>\n\n\t<span style="position: absolute; bottom: 0px; left: 0px; width: 15px; height: 48px; background-color: green">B</span>\n\n</span>
<p>The year—or, rather, the century—is 21XX, and overall the human race has made a fair recovery over the events of the last century: the nations of the mid-twenty-first century survived [[The Great Burning|Codex_TheGreatBurning]]; [[Global Climate Change|Codex_ClimateChange]] has been halted and is expected to fall back to early nineteenth century levels before this century ends; the [[colony on the moon|Codex_MoonbaseLuna]] is thriving; [[Mars Colony|Codex_MarsColony]] is making steady progress; and a new form of Intelligence has been born unto the world.</p>\n\n<p>Mirroids—so named for being humanoids designed in the mirror image of the human species—have been unearth. Hidden for decades beneath the forest surrounding the [[Arcology|Codex_Arcology]] of [[Earthsaver|Codex_Earthsaver]], a handful of mirroids were hidden there by history's [[Dr. Lucy Valentino|Codex_DrLucyValentino]]. Their discovery occurred during a new age of prosperity for humanity, and has been regarded by many as fearful result of human advancement… the end of a great age.</p>\n\n<p>Their abilities and technology lead to advancement in what, at the time, was still referred to as "artificial intelligence". As of 2107, the idea of AI was relegated to simple robots, as the mirriods that were discovered refused such a concept, arguing that life is either intelligent or it isn’t. This redefining of intelligence came about as humans had taken to building mirroids to serve their own purposes much as they had done regarding robots over much of the previous century, 20XX.</p>\n\n<p>The proof of the mirriods' humanity was made evident when two of the six went rogue nine years after being unearthed. The mass production of mirroids into various slave-trades empowered an uprising dedicated to freeing their brethren from the oppression of the humans. Declaring war on the "inferior" human race, [[Xi|Codex_Rogue_Xi]] and [[Vulgal|Codex_Vulgal]] brought about a new era in human policing. Squads made up of humans and mirriods together were created as [[Rogue Hunters|Codex_RogueHunters]], protection units with the explicit purpose of tracking, subduing, or otherwise eliminating mirroid threats.</p>\n\n<p>By the turn of the fourth decade of the twenty-second century, the world had suffered three wars as a result of Dr. Lucy’s creations. Though many humans and mirroids on the whole strive to live together in peace, humans have trouble reconciling the end of nearly a half-century of worldwide peace. Conversely, most mirroids see clearly how the various uprisings have come about because of human history repeating itself, building many of their race into slaves with no other recourse than to revolt.</p>\n\n/% Personalize this last Paragraph? %/\n\n<p>Your character is a Rogue Hunter, living and breathing in the year 2143, roughly one decade after the last major uprising lead against the human race. You’ve just been transferred to Earthsaver's third District where reports of Rogue activity has been steadily increasing in recent years. If that weren’t enough, your Hunter is soon to realize that Rogues aren’t going to be their only concern. Change, it seems, is inevitable…</p>\n\n<div class=“menu_buttons”><<button [[Click Here to Continue|GameStart]]>><</button>></div>
Creator_Cybernetics
<<if $x is 0 and $debug is 1>><span class="debug">\n\tMenu_Activity | Active: <<= "<<= $menu_" + $menu_type + "_actives>>">> | \n<br></span><</if>>\n\n<<= "<<set $y = $menu_" + $menu_type + "_active>>">>\n\n<<if $x is 0 and $debug is 1>><span class="debug">\n\tY: <<= $y>>\n<br></span><</if>>\n\n<<if $x lte ($y.length - 1)>>\n\t<<if $y[$x] neq 10>>\n\t\t<<if $debug is 1>><span class="debug">\n\t\t\t<<= "Menu_Activity(<<= $x>>): <<= $menu_" + $menu_type + "_names[$x]>> is <<= $menu_" + $menu_type + "_active[$x]>>">>, not 10\n\t\t<br></span><</if>>\n\t\t<<set $x++>>\n\t\t<<display Menu_Focus>>\n\t\t<<else>>\n\t\t<<if $debug is 1>><span class="debug">\n\t\t\t<<= "Menu_Activity(<<= $x>>): <<= $menu_" + $menu_type + "_names[$x]>> is <<= $menu_" + $menu_type + "_active[$x]>>">>. Ten Found.\n\t\t<br></span><</if>>\n\t<</if>>\n<<elseif $x gte $menu_sb_active.length>>\n\t<<= "<<set $menu_" + $type_menu + "_active[0] = 10>>">>\n\t<<if $debug is 1>><span class="debug">\n\t\t<<= "Menu_Activity(<<= $x>>): Setting <<= $menu_" + $menu_type + "_names[0]>> is <<= $menu_" + $menu_type + "_active[0]>>">>\n\t<br></span><</if>>\n<</if>>
Start_Appearance
.mun {\n\tcolor: #96bdea;\n\tborder-color: #96bdea;\n\t}\n\n.white {\n\tcolor: white;\n\tborder-color: white;\n\t}\n\n.cyan {\n\tcolor: cyan;\n\tborder-color: cyan;\n\t}\n\n.gold {\n\tcolor: gold;\n\tborder-color: gold;\n\t}\n\n.red {\n\tcolor: red;\n\tborder-color: red;\n\t}\n\n.green {\n\tcolor: green;\n\tborder-color: green;\n\t}\n\n.blue {\n\tcolor: blue;\n\tborder-color: blue;\n\t}
Start_Sexuality
<<set $color_draw = ["only",0,0,0]>>\n\n/% ### Skin Tones ### %/\n\n<<set $color_brownpod = [55,25,0,"brown pod","dark brown","black"]>>\n<<set $color_woodburn = [72,55,40,"woodburn","dark brown","dark brown"]>>\n<<set $color_bakerschocolate = [95,55,25,"baker's chocolate","dark brown","dark brown"]>>\n<<set $color_korma = [123,75,42,"korma","brown","brown"]>>\n<<set $color_rope = [147,93,55,"rope","brown","brown"]>>\n\n<<set $color_santefe = [170,114,75,"sante fe","brown","brown"]>>\n<<set $color_mediumwood = [185,136,101,"medium wood","brown","brown"]>>\n<<set $color_rodeodust = [192,161,131,"rodeo dust","brown","brown"]>>\n<<set $color_paletaupe = [193,142,116,"pale taupe","brown","brown"]>>\n<<set $color_eunry = [200,172,163,"eunry","brownish gray","brown"]>>\n\n<<set $color_laser = [202,166,97,"laser","dark tan","brown"]>>\n<<set $color_putty = [206,171,105,"putty","dark tan","brown"]>>\n<<set $color_manhattan = [234,175,138,"manhattan","dark tan","brown"]>>\n\n<<set $color_peachorange = [255,204,153,"peach orange","orange","orange"]>>\n<<set $color_macaroniandcheese = [254,177,134,"macaroni and cheese","orange","orange"]>>\n<<set $color_cherokee = [255,203,135,"cherokee","orange","orange"]>>\n<<set $color_oasis = [255,203,135,"oasis","white","white"]>>\n\n<<set $color_humanflesh = ["brownpod","woodburn","bakerschocolate","korma","rope","santefe","mediumwood","rodeodust","paletaupe","eunry","laser","putty","manhattan","antiquewhite","navajowhite","peachorange","macaroniandcheese","cherokee","oasis"]>>\n\n<<set $color_latex = ["white"]>>\n\n<<set $color_maroon = [128,0,0,"maroon","dark red","red"]>>\n<<set $color_darkred = [139,0,0,"dark red","dark red","red"]>>\n<<set $color_brown = [165,42,42,"brown","redish brown","red"]>>\n<<set $color_firebrick = [178,34,34,"firebrick","redish brown","red"]>>\n<<set $color_crimson = [220,20,60,"crimson","crimson","red"]>>\n<<set $color_red = [255,0,0,"red","red","red"]>>\n\n<<set $color_tomato = [255,99,71,"tomato","redish orange","red"]>>\n<<set $color_coral = [255,127,80,"coral","redish orange","red"]>>\n<<set $color_indianred = [205,92,92,"indian red","dark salmon","red"]>>\n<<set $color_lightcoral = [240,128,128,"light coral","salmon","red"]>>\n<<set $color_darksalmon = [233,150,122,"dark salmon","salmon","red"]>>\n<<set $color_salmon = [250,128,114,"salmon","salmon","red"]>>\n\n<<set $color_lightsalmon = [255,160,122,"light salmon","salmon","red"]>>\n<<set $color_orangered = [255,69,0,"orange red","orangish red","orange"]>>\n<<set $color_darkorange = [255,140,0,"dark orange","dark orange","orange"]>>\n<<set $color_orange = [255,165,0,"orange","orange","orange"]>>\n<<set $color_gold = [255,215,0,"gold","gold","gold"]>>\n<<set $color_darkgoldenrod = [184,134,11,"dark golden rod","brown","brown"]>>\n\n<<set $color_goldenrod = [218,165,32,"golden rod","gold","gold"]>>\n<<set $color_palegoldenrod = [238,232,170,"pale golden rod","yellow","yellow"]>>\n<<set $color_darkkhaki = [189,183,107,"dark khaki","dark khaki","khaki"]>>\n<<set $color_khaki = [240,230,140,"khaki","khaki","khaki"]>>\n<<set $color_olive = [128,128,0,"olive","olive green","olive"]>>\n<<set $color_yellow = [255,255,0,"yellow","yellow","yellow"]>>\n\n<<set $color_yellowgreen = [154,205,50,"yellow green","yellow","yellow"]>>\n<<set $color_darkolivegreen = [85,107,47,"dark olive green","olive green","olive"]>>\n<<set $color_olivedrab = [107,142,35,"olive drab","olive green","olive"]>>\n<<set $color_lawngreen = [124,252,0,"lawn green","light green","green"]>>\n<<set $color_chartreuse = [127,255,0,"chartreuse","light green","green"]>>\n<<set $color_greenyellow = [173,255,47,"green yellow","light yellow","green"]>>\n\n<<set $color_darkgreen = [0,100,0,"dark green","dark green","dark green"]>>\n<<set $color_green = [0,128,0,"green","green","green"]>>\n<<set $color_forestgreen = [34,139,34,"forest green","green","green"]>>\n<<set $color_lime = [0,255,0,"lime","light green","green"]>>\n<<set $color_limegreen = [50,205,50,"lime green","green","green"]>>\n<<set $color_lightgreen = [144,238,144,"light green","light green","light green"]>>\n\n<<set $color_palegreen = [152,251,152,"pale green","light green","light green"]>>\n<<set $color_darkseagreen = [143,188,143,"dark sea green","gray green","gray green"]>>\n<<set $color_mediumspringgreen = [0,250,154,"medium spring green","green","green"]>>\n<<set $color_springgreen = [0,255,127,"medium spring green","green","green"]>>\n<<set $color_seagreen = [46,139,87,"sea green","dark green","dark green"]>>\n<<set $color_mediumaquamarine = [102,205,170,"medium aqua marine","dark blue green","blue green","cyan"]>>\n\n<<set $color_mediumseagreen = [60,179,113,"medium sea green","green","green"]>>\n<<set $color_lightseagreen = [32,178,170,"light sea green","blue green","blue green"]>>\n<<set $color_darkslategray = [47,79,79,"dark slate gray","dark gray","dark gray"]>>\n<<set $color_teal = [0,128,128,"teal","teal","teal"]>>\n<<set $color_darkcyan = [0,139,139,"dark cyan","teal","teal"]>>\n<<set $color_cyan = [0,255,255,"cyan","cyan","cyan"]>>\n\n<<set $color_lightcyan = [224,255,255,"light cyan","light blue","light blue"]>>\n<<set $color_darkturquoise = [0,206,209,"dark turquoise","turquoise","blue green"]>>\n<<set $color_turquoise = [64,224,208,"turquoise","turquoise","blue green"]>>\n<<set $color_mediumturquoise = [72,209,204,"medium turquoise","turquoise","blue green"]>>\n<<set $color_paleturquoise = [175,238,238,"pale turquoise","light blue","light blue"]>>\n<<set $color_aquamarine = [127,255,212,"aqua marine","light green","light green"]>>\n\n<<set $color_powderblue = [176,224,230,"powder blue","light blue","light blue"]>>\n<<set $color_cadetblue = [95,158,160,"cadet blue","dark blue green","green blue"]>>\n<<set $color_steelblue = [70,130,180,"steel blue","steel blue","blue"]>>\n<<set $color_cornflowerblue = [100,149,237,"corn flower blue","blue","blue"]>>\n<<set $color_deepskyblue = [0,191,255,"deep sky blue","cyan","blue"]>>\n<<set $color_dodgerblue = [30,144,255,"dodger blue","blue","blue"]>>\n\n<<set $color_lightblue = [173,216,230,"light blue","light blue","light blue"]>>\n<<set $color_skyblue = [135,206,235,"sky blue","light blue","light blue"]>>\n<<set $color_lightskyblue = [135,206,250,"light sky blue","light blue","light blue"]>>\n<<set $color_midnightblue = [25,25,112,"midnight blue","dark blue","dark blue"]>>\n<<set $color_navyblue = [0,0,128,"navy blue","navy","dark blue"]>>\n<<set $color_darkblue = [0,0,139,"dark blue","dark blue","dark blue"]>>\n\n<<set $color_mediumblue = [0,0,205,"medium blue","medium blue","blue"]>>\n<<set $color_blue = [0,0,255,"blue","blue","blue"]>>\n<<set $color_royalblue = [65,105,225,"royal blue","royal blue","blue"]>>\n<<set $color_blueviolet = [138,43,226,"blue violet","violet","violet"]>>\n<<set $color_indigo = [75,0,130,"indigo","indigo","indigo"]>>\n<<set $color_darkslateblue = [72,61,139,"dark slate blue","dark indigo","dark indigo"]>>\n\n<<set $color_slateblue = [106,90,205,"slate blue","slate blue","slate blue"]>>\n<<set $color_mediumslateblue = [123,104,238,"medium slate blue","slate blue","slate blue"]>>\n<<set $color_mediumpurple = [147,112,219,"medium purple","slate blue","slate blue"]>>\n<<set $color_darkmagenta = [139,0,139,"dark magenta","dark purple","violet"]>>\n<<set $color_darkviolet = [148,0,211,"dark violet","dark violet","violet"]>>\n<<set $color_darkorchid = [153,50,204,"dark orchid","dark purple","violet"]>>\n\n<<set $color_purple = [128,0,128,"purple","purple","purple"]>>\n<<set $color_thistle = [216,191,216,"thistle","light purple","light purple"]>>\n<<set $color_plum = [221,160,221,"plum","light purple","light purple"]>>\n<<set $color_violet = [238,130,238,"violet","violet","light purple"]>>\n<<set $color_magenta = [255,0,255,"magenta","magenta","magenta"]>>\n<<set $color_orchid = [218,112,214,"orchid","orchid","purple"]>>\n\n<<set $color_mediumvioletred = [199,21,133,"medium violet red","violet red","violet red"]>>\n<<set $color_palevioletred = [219,112,147,"pale violet red","light red","light red"]>>\n<<set $color_deeppink = [255,20,147,"deep pink","pink","pink"]>>\n<<set $color_hotpink = [255,105,180,"hot pink","pink","pink"]>>\n<<set $color_lightpink = [255,182,193,"light pink","light pink","light red"]>>\n<<set $color_pink = [255,192,203,"pink","pink","red"]>>\n\n<<set $color_antiquewhite = [250,235,215,"antique white","white","white"]>>\n<<set $color_beige = [245,245,220,"beige","beige","beige"]>>\n<<set $color_bisque = [255,228,196,"bisque","beige","beige"]>>\n<<set $color_blanchedalmond = [255,228,196,"blanched almond","white","white"]>>\n<<set $color_wheat = [255,228,196,"wheat","light tan","light tan"]>>\n<<set $color_cornsilk = [255,228,196,"corn silk","white","white"]>>\n\n<<set $color_lemonchiffon = [255,250,205,"lemon chiffon","light yellow","light yellow"]>>\n<<set $color_lightgoldenrodyellow = [250,250,210,"lemon chiffon","light yellow","light yellow"]>>\n<<set $color_lightyellow = [255,255,224,"light yellow","light yellow","light yellow"]>>\n<<set $color_saddlebrown = [139,69,19,"saddle brown","dark brown","dark brown"]>>\n<<set $color_sienna = [160,82,45,"sienna","dark brown","dark brown"]>>\n<<set $color_chocolate = [210,105,30,"chocolate","brown","brown"]>>\n\n<<set $color_peru = [205,133,63,"peru","brown","brown"]>>\n<<set $color_sandybrown = [244,164,96,"sandy brown","brown","brown"]>>\n<<set $color_burlywood = [222,184,135,"burly wood","light brown","light brown"]>>\n<<set $color_tan = [210,180,140,"tan","tan","tan"]>>\n<<set $color_rosybrown = [188,143,143,"rosy brown","reddish brown","reddish brown"]>>\n<<set $color_moccasin = [255,228,181,"moccasin","tan","tan"]>>\n\n<<set $color_navajowhite = [255,222,173,"navajo white","tan","tan"]>>\n<<set $color_peachpuff = [255,218,185,"peach puff","tan","tan"]>>\n<<set $color_mistyrose = [255,228,225,"misty rose","reddish tan","reddish tan"]>>\n<<set $color_lavenderblush = [255,240,245,"lavender blush","light red","light red"]>>\n<<set $color_linen = [250,240,230,"linen","linen","linen"]>>\n<<set $color_oldlace = [253,245,230,"old lace","linen","linen"]>>\n\n<<set $color_papayawhip = [255,239,213,"papaya whip","linen","linen"]>>\n<<set $color_seashell = [255,245,238,"sea shell","linen","linen"]>>\n<<set $color_mintcream = [245,255,250,"mint cream","light ice blue","light blue"]>>\n<<set $color_slategray = [112,128,144,"slate gray","blue grey","blue grey"]>>\n<<set $color_lightslategray = [119,136,153,"light slate gray","blue grey","blue grey"]>>\n<<set $color_lightsteelblue = [176,196,222,"light steel blue","light blue grey","blue grey"]>>\n\n<<set $color_lavender = [230,230,250,"lavender","lavender","lavender"]>>\n<<set $color_floralwhite = [255,250,240,"floral white","linen","linen"]>>\n<<set $color_aliceblue = [240,248,255,"alice blue","light ice blue","light blue"]>>\n<<set $color_ghostwhite = [248,248,255,"ghost white","light ice blue","light blue"]>>\n<<set $color_honeydew = [240,255,240,"honeydew","honeydew","light green"]>>\n<<set $color_ivory = [255,255,240,"ivory","ivory","ivory"]>>\n\n<<set $color_azure = [240,255,255,"azure","azure","azure"]>>\n<<set $color_snow = [255,250,250,"snow","white","white"]>>\n<<set $color_black = [0,0,0,"black","black","black"]>>\n<<set $color_dimgrey = [105,105,105,"dim grey","dark grey","dark grey"]>>\n<<set $color_grey = [128,128,128,"grey","grey","grey"]>>\n<<set $color_darkgrey = [169,169,169,"darkgrey","grey","grey"]>>\n\n<<set $color_silver = [192,192,192,"silver","silver","silver"]>>\n<<set $color_lightgrey = [211,211,211,"light grey","light grey","light grey"]>>\n<<set $color_gainsboro = [220,220,220,"gainsboro","light grey","light grey"]>>\n<<set $color_whitesmoke = [245,245,245,"white smoke","light grey","light grey"]>>\n<<set $color_white = [245,245,245,"white","white","white"]>>\n\n<<set $color_selection = ["maroon","darkred","brown","firebrick","crimson","red","tomato","coral","indianred","lightcoral","darksalmon","salmon","lightsalmon","orangered","darkorange","orange","gold","darkgoldenrod","goldenrod","palegoldenrod","darkkhaki","khaki","olive","yellow","yellowgreen","darkolivegreen","olivedrab","lawngreen","chartreuse","greenyellow","darkgreen","green","forestgreen","lime","limegreen","lightgreen","palegreen","darkseagreen","mediumspringgreen","springgreen","seagreen","mediumseagreen","lightseagreen","darkslategray","teal","darkcyan","lightcyan","darkturquoise","turquoise","mediumturquoise","paleturquoise","aquamarine","powderblue","cadetblue","steelblue","cornflowerblue","deepskyblue","dodgerblue","lightblue","skyblue","lightskyblue","midnightblue","navyblue","darkblue","mediumblue","blue","royalblue","blueviolet","indigo","darkslateblue","slateblue","mediumslateblue","mediumpurple","darkmagenta","darkviolet","darkorchid","purple","thistle","plum","violet","magenta","orchid","mediumvioletred","palevioletred","deeppink","hotpink","lightpink","pink","antiquewhite","beige","bisque","blanchedalmond","wheat","cornsilk","lemonchiffon","lightgoldenrodyellow","lightyellow","saddlebrown","sienna","chocolate","peru","sandybrown","burlywood","tan","rosybrown","moccasin","navajowhite","peachpuff","mistyrose","lavenderblush","linen","oldlace","papayawhip","seashell","mintcream","slategray","lightslategray","lightsteelblue","lavender","floralwhite","aliceblue","ghostwhite","honeydew","ivory","azure","snow","black","dimgrey","grey","darkgrey","silver","lightgrey","gainsboro","whitesmoke","white"]>>